Systems and methods for determining movement of a controller with respect to an HMD

ABSTRACT

Systems and methods for determining movement of a hand-held controller (HHC) with respect to a head-mounted display (HMD) are described. A camera is located at a lower region of the HMD for capturing images of the HHC. The images of the HHC are used to determine a position and an orientation of the HHC with reference to the HMD. Also, the camera or another camera can be used to determine a position and orientation of the HMD with respect to a real-world environment. The position and orientation of the HMD and the position and orientation of the HHC are used to change to state of an application executed on a game cloud.

CROSS-REFERENCE TO RELATED APPLICATIONS

The present disclosure relates to U.S. patent application Ser. No.15/887,877, filed on Feb. 2, 2018, and titled “HEAD-MOUNTED DISPLAY TOCONTROLLER CLOCK SYNCHRONIZATION OVER EM FIELD”, which is incorporatedby reference herein in its entirety.

The present disclosure relates to U.S. patent application Ser. No.14/633,415, filed on Feb. 27, 2015, and titled “GAMING DEVICE WITHROTATABLY PLACED CAMERAS”, now issued as U.S. Pat. No. 9,649,558, whichis incorporated by reference herein in its entirety.

FIELD

The present disclosure relates to systems and methods for determiningmovement of a controller with respect to a head-mounted display.

BACKGROUND

A head-mounted display (HMD) is used to play a game. A player wears theHMD on his/her head. The player holds a DualShock™ controller that theplayer uses to play the game. A camera is placed within a room, such ason a television stand, in which the player is playing the game. Thecamera captures images of the player.

It is in this context that embodiments described in the presentdisclosure arise.

SUMMARY

Embodiments described in the present disclosure provide systems andmethods for determining movement of a controller with respect to ahead-mounted display (HMD).

In one embodiment, a system for tracking a hand-held controller relativeto an HMD is described. The system includes the hand-held controller,the HMD, and a processing device. The HMD is configured to be worn on ahead of a user. The HMD is further configured to display a plurality ofimage scenes having content generated by execution of an application.The HMD has a lower region having a camera. The camera has a captureview directed downward from the HMD. The camera is configured to capturea plurality of images of the hand-held controller. The processing deviceis associated with the HMD for receiving a plurality of images of areal-world environment surrounding the HMD and the plurality of imagesof the hand-held controller. The processing device is configured todetermine a position and movement of the HMD within the real-worldenvironment from the plurality of images of the real-world environment.The processing device is configured to determine a position of thehand-held controller relative to the HMD from the plurality of images ofthe hand-held controller. The processing device is configured to modifya state output by execution of the application according to the positionand movement of the HMD and changes in the position of the hand-heldcontroller. The HMD is configured to update the plurality of imagescenes displayed in the HMD according to the modification of the state.

In an embodiment, a method for tracking a hand-held controller relativeto an HMD is described. The method includes displaying a plurality ofimage scenes having content generated by execution of an application.The HMD has a lower region having a camera and the camera has a captureview directed downward from the HMD. The method further includescapturing, by the camera, a plurality of images of the hand-heldcontroller with respect to the HMD. The method includes receiving aplurality of images of a real-world environment surrounding the HMD andthe plurality of images of the hand-held controller. The method furtherincludes determining a position and movement of the HMD within thereal-world environment from the plurality of images of the real-worldenvironment. The method includes determining a position of the hand-heldcontroller relative to the HMD from the plurality of images of thehand-held controller. The method further includes modifying a stateoutput by execution of the application according to the position andmovement of the HMD and changes in the position of the hand-heldcontroller. The method includes updating the plurality of image scenesdisplayed in the HMD according to the modification of the state.

In an embodiment, a computer-readable medium containing programinstructions for tracking a hand-held controller relative to an HMD isdescribed. Execution of the program instructions by one or moreprocessors of a computer system causes the one or more processors tocarry out a plurality of operations of the method described above.

Some advantages of the herein described systems and methods include thata camera on a lower region of the HMD faces a hand-held controller(HHC). As such, chances of the HHC being out of view of the camera onthe lower region are reduced. Also, the camera on the lower region moveswith the HMD, which moves with the user. Accordingly, the camera on thelower region of the HMD captures one or more images of movement of theHHC when an outside-in tracking camera, such as a camera facing the HMD,cannot capture movement of the HHC.

Other aspects described will become apparent from the following detaileddescription, taken in conjunction with the accompanying drawings,illustrating by way of example the principles of embodiments describedin the present disclosure.

BRIEF DESCRIPTION OF THE DRAWINGS

Various embodiments described in the present disclosure may best beunderstood by reference to the following description taken inconjunction with the accompanying drawings in which:

FIG. 1A is a diagram of a system to illustrate tracking of a hand-heldcontroller (HHC) by a camera of a head-mounted display (HMD).

FIG. 1B is a diagram of an embodiment of a system to illustrate thatthere is no need to use an outside-in tracking camera to determine aposition and an orientation of the HMD.

FIG. 1C is a diagram of an embodiment of a system to illustrate areference point of the HMD when the HMD moves in a real-worldenvironment.

FIG. 1D is a diagram of an embodiment of a system to illustrate athree-dimensional volume of a field-of-view of the camera of the HMD.

FIG. 2A is a diagram of an embodiment of a system to illustrate aposition 1 of the HHC with respect to a reference coordinate system onthe camera of the HMD.

FIG. 2B is a diagram of an embodiment of a system to illustrate anotherposition 2 of the HHC with respect to the reference coordinate system onthe camera of the HMD.

FIG. 2C is a diagram of an embodiment of a system to illustrate anotherposition 3 of the HHC with respect to the reference coordinate system onthe camera of the HMD.

FIG. 3A is a diagram of an embodiment of a system to illustrate aposition a of the HMD with respect to a reference coordinate system ofthe real-world environment.

FIG. 3B is a diagram of an embodiment of a system to illustrate anotherposition b of the HMD with respect to the reference coordinate system ofthe real-world environment.

FIG. 3C is a diagram of an embodiment of a system to illustrate aposition c of the HMD with respect to the reference coordinate system ofthe real-world environment.

FIG. 4A is a diagram of an embodiment of a system to illustrate theposition a of the HMD with respect to the reference coordinate system ofthe real-world environment and the position 1 of the HHC with respect tothe reference co-ordinate system of the camera of FIG. 3A.

FIG. 4B is a diagram of an embodiment of a system to illustrate theposition b of the HMD with respect to the reference coordinate system ofthe real-world environment and the position 2 of the HHC with respect tothe reference co-ordinate system of the camera of FIG. 3B.

FIG. 4C is a diagram of an embodiment of a system to illustrate theposition c of the HMD with respect to the reference coordinate system ofthe real-world environment and the position 3 of the HHC with respect tothe reference co-ordinate system of the camera of FIG. 3C.

FIG. 5A is a perspective view of an embodiment of a video gamecontroller for interfacing with an interactive program.

FIG. 5B is a diagram of an embodiment of the video game controllerhaving an orientation 1 as viewed by the camera of the HMD.

FIG. 5C is a diagram of an embodiment of the video game controllerhaving an orientation 2 as viewed by the camera of the HMD.

FIG. 5D is a diagram of an embodiment of the video game controllerhaving an orientation 3 as viewed by the camera of the HMD.

FIG. 6 is a diagram of an embodiment of a system to illustrate an HMDwith multiple cameras.

FIG. 7A is a diagram of an embodiment of a bottom isometric view of anHMD.

FIG. 7B is a diagram of an embodiment of a top isometric view of the HMDof FIG. 7A.

FIG. 7C is a diagram of a bottom view of an embodiment of an HMD toillustrate multiple cameras at a lower region of the HMD.

FIG. 7D is a diagram of a top view of an embodiment of the HMD of FIG.7C to illustrate multiple cameras at an upper region of the HMD.

FIG. 8A is a bottom view of an embodiment of an HMD.

FIG. 8B is another bottom view of an embodiment of an HMD.

FIG. 8C is yet another bottom view of an embodiment of an HMD.

FIG. 8D is a bottom view of an embodiment of an HMD.

FIG. 8E is a bottom view of an embodiment of an HMD.

FIG. 9A is a diagram of a bottom view of an embodiment of an HMD toillustrate locations of multiple cameras at a lower region of an HMD.

FIG. 9B is a diagram of a bottom view of an embodiment of an HMD toillustrate locations of multiple cameras at a lower region of an HMD.

FIG. 9C is a diagram of a bottom view of an embodiment of an HMD toillustrate locations of multiple cameras at a lower region of an HMD.

FIG. 10A is a diagram of an embodiment of a system to illustrate adetermination of a position of an HMD with reference to a referencecoordinate system.

FIG. 10B is a diagram of an embodiment of a system to illustrate use ofprojectors and detectors on an HMD to determine a position and anorientation of the HMD.

FIG. 11 is a diagram of an embodiment of a system to illustrate deadreckoning.

FIG. 12 is a diagram of an embodiment of a system to illustratestitching of image frames based on times at which images of the HHC arecaptured by different cameras of an HMD.

FIG. 13 is an isometric view of an HMD.

FIG. 14 illustrates a system for interactive game play of a video game.

FIG. 15 illustrates an HMD.

FIG. 16 illustrates one example of game play using a computer that iscapable of generating and providing video game content to an HMD worn bya user.

FIG. 17 is a block diagram to illustrate example components of an HMD.

FIG. 18 illustrates an embodiment of an Information Service Providerarchitecture.

FIG. 19 is a block diagram to illustrate example components of an HHC.

DETAILED DESCRIPTION

Systems and methods for determining movement a hand-held controller(HHC) with respect to a head-mounted display (HMD) are described.

It should be noted that various embodiments described in the presentdisclosure may be practiced without some or all of these specificdetails. In other instances, well known process operations have not beendescribed in detail in order not to unnecessarily obscure variousembodiments described in the present disclosure.

FIG. 1A is a diagram of a system 100 to illustrate tracking of an HHC102 by a camera 108 of an HMD 104. The system 100 includes a computingdevice 112, a computer network 114, a game cloud system 116, a camera118, the HMD 104, and the HHC 102. Examples of a camera, such as thecamera 118, as used herein include a fisheye camera, a depth camera, animage capturing device, an infrared LED camera, and a Sony™ PlayStation™camera. The camera 118 is an outside-in tracking camera and the camera108 is an inside-out tracking camera. Moreover, examples of the camera108 include a depth camera, and LED camera, an infrared LED camera, andan image capturing device. Examples of the computing device 112 includea game console, a computer, a tablet, a router, a processor, and a smartphone. The computer network 114 can be a wide area network (WAN) such asthe Internet, or a local area network (LAN) such as an intranet. Thegame cloud system 116 includes one or more servers that execute anapplication, such as a game application or a video conferencingapplication. As an example, the game cloud system 116 includes virtualmachines or distributed gaming nodes to execute the application.Examples of the HHC 102 include a video game controller and a Sony™DualShock™ controller.

The camera 108 is fitted to a lower region of the HMD 104 so that thecamera 108 faces the HHC 102. For example, the camera 108 is fitted to acurved lower surface of the HMD 104. The lower region of the HMD 104 isbelow a display screen of the HMD 602. The camera 118 is placed within areal-world environment, such as a room or an enclosed space or a cubicleor a warehouse, in which a user 106, the HMD 104, and the HHC 102 arelocated. The camera 118 faces the HMD 104, the HHC 102, and the user106.

The camera 118 is coupled to the computing device 112 via a wired or awireless connection. Moreover, the HMD 104 is coupled to the computingdevice 112 via a wired or a wireless connection. Examples of a wirelessconnection, as used herein, include a Bluetooth™ connection and a Wi-Fi™connection. Examples of a wired connection, as used herein, include acable that provides a parallel transfer of data or is a universal serialbus (USB) connection. The computing device 112 is coupled to the gamecloud system 116 via the computer network 114.

The user 106 wears the HMD 104 on his/her head. Moreover, the user 106holds the HHC 102 within his/her hands. The user 106 provides his or herlogin information by using one or more input buttons on the HHC 102. Thelogin information is provided from the HHC 102 via the computing device112 and the computer network 114 to the game cloud system 116. The oneor more servers of the game cloud system 116 authenticate the logininformation to provide access to a user account A that is stored withinthe game cloud system 116. The user account A is assigned to the user106 by the one or more servers of the game cloud system 116.

Once the user 106 is provided access to the user account A, the user 106selects one or more input buttons on the HHC 102 or moves one or morejoysticks on the HHC 102 or moves the HHC 102 or moves the HMD 104, orperforms a combination of these moves and selections. When the HHC 102is moved and/or the one or more input buttons on the HHC 102 areselected and/or the one or more joysticks on the HHC 102 are moved, oneor more sensors of the HHC 102 generate input data that is sent from theHHC 102 via the wired or wireless connection to the computing device112. Similarly, when the HMD 104 is moved, one or more sensors of theHMD 104 generate input data that is sent from the HMD 104 via the wiredor wireless connection to the computing device 112. The movement of theHMD 104 occurs with respect to a reference coordinate system, such as anxyz coordinate system, of the real-world environment. For example, thereis a change in a position and an orientation of the HMD 104 with respectto the reference coordinate system of the real-world environment.Moreover, the movement of the HHC 102 occurs with respect to anotherreference coordinate system, such as an XYZ coordinate system, that isfixed on the HMD 104. Examples of one or more sensors, as describedherein, include capacitive sensors and inertial sensors. Examples of theinertial sensors include gyroscopes, accelerometers, and magnetometers.

In addition, the camera 108 of the HMD 104 captures one or more imagesof movement, by the user 106, of the HHC 102 within a field-of-view(FOV) 110 of the camera 108 and sends the images via the wired orwireless connection to the computing device 112. The FOV 110 issometimes referred to herein as an interaction zone. The images capturedby the camera 108 include images of a portion of the real-worldenvironment that is within the FOV 110 and also includes the images ofthe HHC 102. The camera 108 is directed downward from the HMD 104 toface a floor of the real-world environment in which the HMD 104, the HHC102, the computing device 112, and the user 106 are located. The flooris within the FOV 110. For example, a lens of the camera 108 has anaperture that receives light that is reflected from the floor. In thisexample, the aperture does not receive light reflected from any wall ofthe real-world environment unless the user 106 lifts his/her head up sothat the aperture faces the wall. When the user 110 is facing the wall,the aperture of the camera 108 is facing downward towards the floor andso the FOV 110 extends downward towards the floor.

The FOV 110 is a three-dimensional field-of-view that has a height in ay direction, a width in an x-direction and a depth in a z-direction. They-direction, the x-direction, and the z-direction are described below.Also, the camera 118 that is facing the HMD 104 captures one or moreimages of the real-world environment and the images include movement, bythe user 106, of the HMD 104 within a field-of-view 111 of the camera118. The capturing of the one or more images of the movement of the HMD104 with respect to the XYZ coordinate system of the camera 118 issometimes referred to herein as outside-in tracking. The images capturedby the camera 118 are sent via the wired or wireless connection to thecomputing device 112.

The computing device 112 sends information data, such as the input datareceived from the HMD 104, the input data received from the HHC 102, theimages received from the camera 108, and the images received from thecamera 118, via the computer network 114 to the one or more servers ofthe game cloud system 116. The one or more servers of the game cloudsystem 116 receive the information data and execute the application tochange a state of a virtual scene that is being displayed on a displayscreen of the HMD 104 to output another state of the virtual scene. Astate of the virtual scene is sometimes referred to herein as content.To illustrate, the one or more servers of the game cloud system 116receive the images of movement of the HMD 104 with respect to the xyzcoordinate system of the camera 118 and determines from the movement ofthe HMD 104 within the images changes to one or more positions of theHMD 104 and changes to one or more orientations of the HMD 104. Thechanges to the one or more positions of the HMD 104 are analyzed by thegame cloud system 116 to determine other one or more positions of theHMD 104 and changes to one or more orientations of the HMD 104 areanalyzed by the game cloud system 116 to determine other one or moreorientations of the HMD 104. For example, a change in a position of theHMD 104 from a point A to a point B is analyzed to determined that theHMD 104 is now at the point B. As another example, a change in anorientation of the HMD 104 from an orientation A to an orientation B isanalyzed to determined that the HMD 104 is now at the orientation B. Theother one or more positions of the HMD 104 and the other one or moreorientations of the HMD 104 correspond to the other state of the virtualscene. The movement of the HMD 104 with respect to the xyz co-ordinatesystem of the camera 118 is movement of the HMD 104 in the real-worldenvironment.

Continuing with the illustration, the one or more servers of the gamecloud system 116 receive the images of movement of the HHC 102 withrespect to the XYZ coordinate system of the HMD 104 and execute theapplication to determine from the movement of the HHC 102 changes to oneor more positions of the HHC 102 to determine other one or morepositions of the HHC 102 and changes to one or more orientations of theHHC 102 to determine other one or more orientations of the HHC 102. Theother one or more positions of the HHC 102 and the other one or moreorientations of the HHC 102 correspond to the other state of the virtualscene. The changes to the one or more positions and the changes to theone or more orientations of the HHC 102 are determined with reference tothe XYZ coordinate system of the camera 108. It should be noted that amovement includes a plurality of positions and/or a plurality oforientations. For example, the movement of the HHC 102 includes multiplepositions and/or multiple orientations of the HHC 102 and the movementof the HMD 104 has multiple positions of the HMD 104 and/or multipleorientations of the HMD 104.

It should be noted that a position of the HHC 102 includes a distance inan X-direction from a reference coordinate, such as an origin, of theXYZ coordinate system, a distance in a Y-direction from the referencecoordinate of the XYZ coordinate system, and a distance in a Z-directionfrom the reference coordinate of the XYZ coordinate system. Also, anorientation of the HHC 102 includes an angle with respect to an X-axisof the XYZ coordinate system, an angle with respect to a Y-axis of theXYZ coordinate system, and an angle with respect to a Z-axis of the XYZcoordinate system. The X-axis is perpendicular to each of the Y-axis andthe Z-axis and the Y-axis is perpendicular to the Z-axis. TheX-direction is a direction of the X-axis, the Y-direction is a directionof the Y-axis, and the Z-direction is a direction of the Z-axis.

Similarly, it should be noted that a position of the HMD 104 in thereal-world environment includes a distance in an x-direction from areference coordinate RM, such as an origin (0, 0, 0), of the xyzcoordinate system, a distance in a y-direction from the referencecoordinate RM of the xyz coordinate system, and a distance in az-direction from the reference coordinate RM of the xyz coordinatesystem. Also, an orientation of the HMD 104 includes an angle withrespect to an x-axis of the xyz coordinate system having the referencecoordinate RM, an angle with respect to a y-axis of the xyz coordinatesystem, and an angle with respect to a z-axis of the xyz coordinatesystem. The x-axis is perpendicular to each of the y-axis and the z-axisand the y-axis is perpendicular to the z-axis. The x-direction is adirection of the x-axis, the y-direction is a direction of the y-axis,and the z-direction is a direction of the z-axis.

Examples of the state of the virtual scene include a texture of one ormore virtual objects in the virtual scene, or a color of the virtualobjects, or an intensity of the virtual objects, or graphics of thevirtual objects, or audio data to be output with a display of thevirtual objects, or positions of the virtual objects, or orientations ofthe virtual objects, a texture of a virtual background of the virtualscene, or a color of the virtual background, or an intensity of thevirtual background, or graphics of the virtual background, or audio datato be output with a display of the virtual background, or a position ofthe virtual background, or an orientation of the virtual background. Anexample of the virtual background is a portion of a virtual scene thatdoes not include a virtual object.

The one or more servers of the game cloud system 116 changes the stateof the virtual scene to generate multiple frames, such as image or audioframes, and encodes the multiple frames to output multiple encodedframes. The multiple frames include a modified state, such as the otherstate, of a modified virtual scene. The one or more servers of the gamecloud system 116 send the encoded frames via the computer network 114 tothe computing device 112. The computing device 112 decodes the encodedframes and sends the decoded frames to the HMD 104 via the wired orwireless connection. A video processor of the HMD 104 changes or updatesthe display of the virtual scene according to the decoded frames todisplay the modified virtual scene on the HMD 104 and/or an audioprocessor of the HMD 104 changes sound output with the virtual scene.The sound is output via one or more speakers of the HMD 104.

In one embodiment, instead of the HHC 102, another type of controller,such as a gun-shaped controller or a Sony™ Move™ controller is used.

In one embodiment, there is no computing device 112 used between the HMD104 and the game cloud system 116. For example, functions describedherein has been performed by the computing device 112 are insteadperformed by the HMD 104 and there is no computing device 112 placedbetween the HMD 104 and the computer network 114. To further illustrate,functions described herein as being performed by the computing device114 are performed by one or more processors integrated within the HMD104. As another example, functions described herein of transferring databetween the HMD 104 and the game cloud system 116 are performed by awireless access card (WAC) within the HMD 104. The WAC of the HMD 104communicates with the computer network 114. As another illustration,functions described herein of transferring data, described herein,between the HMD 104 and the game cloud system 116 are performed by abroadband communication integrated circuit (IC) within the HMD 104. Anexample of the broadband communication IC is a subscriber identitymodule (SIM) card. The broadband communication IC communicates data,described herein, with a cellular network including multiple celltowers, which communicate with the computer network 114. As yet anotherexample, the HMD 104 includes a communication circuit for communicatingvia a short-range wireless protocol, such as a Wi-Fi™ protocol or aBluetooth™ protocol, to a router. The router is within the real-worldenvironment and coupled to the computer network 114.

FIG. 1B is a diagram of an embodiment of a system 120 to illustrate thatthere is no need to use the camera 118 (FIG. 1A) to determine a positionand an orientation of the HMD 104. Rather, inside-out tracking isperformed with the camera 108. The position, movement, and orientationof the HMD 104 with respect to a reference coordinate system, such as anxyz coordinate system, of the real-world environment is tracked usingthe camera 108 of the HMD 104.

The system 120 includes the HMD 104, the HHC 102, and the computingdevice 112. The computing device 112 rests on a support 122, such as atable or a television stand, which is located within the real-worldenvironment in which the HMD 104 and the HHC 102 are located. At abottom of the support 112, the xyz coordinate system of the real-worldenvironment is located.

As the user 106 moves towards or away from a reference point RA, such asan origin (0, 0, 0), of the xyz coordinate system of the real-worldenvironment, the camera 108 tracks a change in a position of the HMD 104with respect to the reference point RA. Similarly, as the user 106 moveshis/her head with respect to the reference point RA, the camera 108tracks a change in an orientation of the HMD 104 with respect to the xyzcoordinate system of the real-world environment. The tracking by thecamera 108 of the position and orientation of the HMD 104 with respectto the xyz coordinate system of the real-world environment is sometimesreferred to herein as inside-out tracking of the HMD 104. The camera 108captures one or more images of a portion of the real-world environmentwithin the FOV 110 of the camera 108 and the one or more images includesthe reference point RA.

In addition to tracking of the position and orientation of the HMD 104by the camera 108 of the HMD 104, the HMD 104 includes the inertialsensors that output inertial data, such as measurements of anacceleration of the HMD 104, measurements of an angular velocity of theHMD 104, measurements of a position of the HMD 104, and measurements ofan orientation of the HMD 104 with respect to a coordinate system of theinertial sensors. For example, the gyroscope of the HMD 104 measures anangular velocity of the orientation of HMD 104 with respect to acoordinate system of the gyroscope. The coordinate system of thegyroscope has a spin axis. The spin axis is equivalent to the y-axis,described above and points vertically up in one direction and down in anopposite direction. It should be noted that the co-ordinate system ofthe inertial sensors of the HMD 104 is an example of a coordinate systemof the real-world environment. The inertial data that is generated bythe sensors of the HMD 104 is an example of the input data that isgenerated by the HMD 104.

The one or more images of the real-world environment captured by thecamera 108 and the inertial data generated by the sensors of the HMD 104are sent via the wired or wireless connection to the computing device112. The computing device 112 sends the one or more images of thereal-world environment and the inertial data generated by the sensors ofthe HMD 104 via the computer network 114 (FIG. 1A) to the game cloudsystem 116 (FIG. 1A) for changing the state of the virtual scene.

In one embodiment, the xyz coordinate system of the real-worldenvironment is located at any point on a surface of the support 122 orat any point within the real-world environment. For example, the xyzcoordinate system of the real-world environment is located at a cornerof the room in which the HMD 104 and the HHC 102 are located.

In an embodiment, instead of the camera 108 being located at the lowerregion of the HMD 104, a camera (not shown) is located on a top surface122 of the HHC 102. The top surface 122 is a surface on which thebuttons and joysticks of the HHC 102 are located. The camera (not shown)located on the top surface 122 of the HHC 102 captures one or moreimages of the HMD 104 and has a reference coordinate system whosereference point, such as an origin, is located on the camera (notshown). The one or more images of the HMD 104 captured by the camera(not shown) on the top surface 122 of the HHC 102 include a position andan orientation of the HMD 104 with respect to the reference coordinatesystem of the camera (not shown). The HHC 102 sends the images capturedby the camera (not shown) of the HHC 102 via the wired or wirelessconnection to the computing device 112. The computing device 112 sendsthe images captured by the camera (not shown) of the HHC 102 via thecomputer network 114 to the game cloud system 116. The game cloud system116 determines the position, movement, and the orientation of the HMD104 with respect to the HHC 102 from the images captured by the camera(not shown) of the HHC 102 and changes the state of the virtual sceneaccording to the position and the orientation.

In one embodiment, the position and orientation of the HMD 104 asmeasured by the inertial sensors of the HMD 104 drift after some time ofuse of the HMD 104 by the user 106. For example, the position andorientation of the HMD 104 that are tracked by the inertial sensors ofthe HMD 104 become inaccurate and have errors after some time. In thiscase, the one or more images generated by the camera 118 of thereal-world environment and/or the camera 108 are used by the one or moreservers of the game cloud system 116 to adjust the inaccurate positionand the inaccurate orientation of the HMD 104. For example, when theinaccurate orientation is measured by the inertial sensors of the HMD104 is (X1,Y1,Z1) and an orientation of the HMD 104 derived from the oneor more images by the one or more servers of the game cloud system 116is (X2,Y2,Z2), the one or more servers of the game cloud system 116determine that the orientation of the HMD 104 is (X2,Y2,Z2) and not(X1,Y1,Z1). As such, the one or more servers of the game cloud system116 correct for the drift in the inertial sensors of the HMD 104.

In an embodiment, the camera 108 pre-scans the real-world environmentsurrounding the camera 108 to capture images of an object having thereference point RA and one or more additional objects having one or moreother reference points in the real-world environment. For example,before execution of the application for game play, the camera 108captures the images of the real-world environment. Before the game play,the HMD 104 can display an instruction for the user 106 to move his/herhead to obtain a partial view or a full view, such as a 360 degree view,of the real-world environment. Upon viewing the instruction, the user106 moves his or her head and the camera 108 of the HMD 104 captures theimages of the object and the one or more additional objects. The imagesare sent via the computing device 112 and the computer network 114 tothe game cloud system 116. The game cloud system 116 identifies from theimages the objects and fixes the reference points. During game play orexecution of the application, the camera 108 captures one or moreadditional images having the reference point RA and one or more otherreference points of the real-world environment, and sends the images tothe game cloud system 116 via the computing device 112 and the computernetwork 114. The game cloud system 116 determines a movement of the HMD104 with respect to the reference point RA and the one or more otherreference points.

FIG. 1C is a diagram of an embodiment of a system 130 to illustrate thereference point of the HMD 104 when the HMD 104 moves in the real-worldenvironment. The HMD 104 moves when the user 106 of FIG. 1B moves. Thereference point of the HMD 104 is at a position P1 at a time t1. At thetime t1, the HHC 102 is at a position PO1 within the real-worldenvironment. The position PO1 of the HHC 102 is determined withreference to the position P1 of the HMD 104 at the time t1. For example,at the time t1, the camera 108 of the HMD 104 captures one or moreimages that include the position PO1 of the controller HHC 102 withreference to the position P1 of the HMD 104. The one or more servers ofthe game cloud system 116 (FIG. 1A) receive the one or more images viathe computing device 112 (FIG. 1A) and the computer network 114 (FIG.1A) from the camera 108 to identify the position PO1 of the controllerHHC 102 with reference to the position P1 of the HMD 104. The positionsPO1 and P1 are then used by the one or more servers of the game cloudsystem 116 to execute the application to change the state of the virtualscene.

The reference point of the HMD 104 moves from the position P1 to aposition P2 at a time t2. Also, at the time t2, the HHC 102 is at aposition PO2 within the real-world environment. At the time t2, thecamera 108 of the HMD 104 captures one or more images that include theposition PO2 of the HHC 102 with reference to the position P2 of the HMD104. The one or more servers of the game cloud system 116 receive theone or more images via the computing device 112 and the computer network114 and identify the position PO2 of the HHC 102 with reference to theposition P2 of the HMD 104 to change the state of the virtual scenebased on the change in the position from PO1 to PO2 of the HHC 102 andthe position from P1 to P2 of the HMD 104.

Similarly, at a time t3, the camera 108 captures a position PO3 of theHHC 102 with respect to a position P3 of the HMD 104 to facilitate thechange in the state of the virtual scene. The state of the virtual scenechanges based on the change in the position of the HMD 104 from theposition P2 to the position P3 and the change in the position of the HMD104 from the position PO2 to the position PO3. Also, at a time t4, thecamera 108 captures a position PO4 of the HHC 102 with respect to aposition P4 of the HMD 104 to facilitate the change in the state of thevirtual scene. The state of the virtual scene changes based on thechange in the position of the HMD 104 from the position P3 to theposition P4 and the change in the position of the HMD 104 from theposition PO3 to the position PO4.

FIG. 1D is a diagram of an embodiment of a system 130 to illustrate athree-dimensional volume, such as a polygonal volume, of the FOV 110 ofthe camera 108. The system 130 includes the HMD 104 and the real-worldenvironment. The FOV 110 starts from the camera 108 and creates thethree-dimensional volume that extends until a portion 132 located on afloor F of the real-world environment. The floor F is perpendicular to awall W1 of the real-world environment and the wall W1 is perpendicularor substantially perpendicular to another wall W2 of the real-worldenvironment. The floor F is also perpendicular or substantiallyperpendicular to the wall W2. The portion 132 is a rectangular portionthat has a diagonal DR, a length LR, and a width WR. The length LR issometimes referred to herein as a vertical range, the width WR issometimes referred to herein as a horizontal range, and the diagonal DRis sometimes referred to herein as a diagonal range.

Within the FOV 110 is an object O1 that is placed on the floor F. Theobject O1 has a vertical surface VS and a horizontal surface HS. Thehorizontal surface HS is a top surface of the object O1 and is adjacentto the vertical surface VS. As an example, the horizontal surface HS isperpendicular or substantially perpendicular to the vertical surface VS.At an intersection of the horizontal surface HS and the vertical surfaceVS, a reference coordinate RB, such as an origin (0, 0, 0), of areference coordinate system is located. The reference coordinate systemhaving the reference coordinate RB on the object O1 is an xyz coordinatesystem of the real-world environment. The xyz coordinate system on theobject O1 has the x-axis, the y-axis, and the z-axis.

The camera 108 captures one or more images of the object O1 and theportion 132 and the HMD 104 sends the images via the computing device112 of FIG. 1A and the computer network 114 of FIG. 1A to the game cloudsystem 116 of FIG. 1A. The one or more servers of the game cloud system116 identify the position of the camera 108 with respect to thereference coordinate RB and the position includes a distance along thex-direction from the reference coordinate RB on the object O1, adistance along the y-direction from the reference coordinate RB, and adistance along the z-direction from the reference coordinate RB. Also,the one or more servers of the game cloud system 116 identify theorientation of the camera 108 and the orientation includes an angleformed with respect to the reference coordinate RB with respect to thex-axis of the reference coordinate system on the object O1, an angleformed with respect to the y-axis of the reference coordinate system onthe object O1, and an angle formed with respect to the z-axis of thereference coordinate system on the object O1.

In one embodiment, the portion 132 has another shape, such as a polygonshape or an oval shape or a circular shape or trapezoidal shape orrhombus shape.

In an embodiment, a reference co-ordinate system 133 of the real-worldenvironment is located at an intersection of the wall W1, the wall W2,and the floor F. The reference co-ordinate system 133 includes an xaxis, a y axis, and a z axis, and an intersection point of the x, y, andz axes is a reference point, such as an origin (0, 0, 0). Theintersection point is at an intersection of the wall W1, the wall W2,and the floor F. The x-axis is in a direction of the wall W2 from thereference point, the y-axis is in a direction of the wall W1 from thereference point, and the z-axis is in a direction of the floor F fromthe reference point. The FOV 110 includes the reference point when anaperture of the camera 108 is directed towards the FOV 110.

FIGS. 2A-2C are diagrams of embodiments of a system 200 to illustrate achange in positions of the HHC 102 when the HMD 104 is held still and aneffect of the change in the positions on virtual scenes that aredisplayed on the HMD 104. FIG. 2A is a diagram of an embodiment of thesystem 200 to illustrate a position 1 of the HHC 102 with respect to thereference coordinate system on the camera 108. The system 200 includesthe HHC 102 and the HMD 104. The reference coordinate system on thecamera 108 has a reference coordinate R1, such as an origin (0, 0, 0).The position 1 of the HHC 102 has coordinates (X1, Y1, Z1) with respectto the reference coordinate R1 of the reference coordinate system on thecamera 108.

The camera 108 captures one or more images of the HHC 102 at theposition 1 and sends the images via the computing device 112 (FIG. 1A)and the computer network 114 (FIG. 1A) to the game cloud system 116(FIG. 1A). The game cloud system 116 determines a change in the state ofthe virtual scene displayed on a display screen of the HMD 104 based onthe position 1 identified from the images to generate one or more frameshaving a state of a virtual scene 202A to be displayed on the HMD 104. Avirtual scene is sometimes referred to herein as an image scene. Theframes having the state of the virtual scene 202A are encoded by thegame cloud system 116 to output one or more encoded frames. The one ormore encoded frames having the state of the virtual scene 202A are sentfrom the game cloud system 116 via the computer network 114 to thecomputing device 112. The computing device 114 decodes the encodedframes having the state of the virtual scene 202A to output one or moreframes and sends the one or more frames via the wired or wirelessconnection to the HMD 104 for display of the virtual scene 202A on theHMD 104. The virtual scene 202A includes one or more virtual objects,such as a virtual house, a virtual gun, a virtual tree, and a virtualcrosshair. The virtual crosshair in the virtual scene 202A has aposition A, which is determined by the game cloud system 116 based onthe position 1 of the HHC 102 with respect to the reference coordinateR1 on the camera 108.

FIG. 2B is a diagram of an embodiment of the system 200 to illustrateanother position 2 of the HHC 102 with respect to the referencecoordinate system on the camera 108. There is none or minimal movementof the HMD 104 compared to the position of the HMD 104 illustrated inFIG. 2A. The reference coordinate system on the camera 108 has the samereference coordinate R1. For example, the reference coordinate R1 is ata position within the real-world environment that is at the samelocation or substantially at the same location with respect to thecamera 118 (FIG. 1A). The position 2 of the HHC 102 has coordinates (X2,Y2, Z2) with respect to the reference coordinate R1 of the referencecoordinate system on the camera 108. The position 2 of the HHC 102 isachieved when the user 106 moves the HHC 102 to his/her right comparedto the position 1 (FIG. 2A) of the HHC 102.

The camera 108 captures one or more images of the HHC 102 at theposition 2 and sends the images via the computing device 112 (FIG. 1A)and the computer network 114 (FIG. 1A) to the game cloud system 116(FIG. 1A). The game cloud system 116 determines a change in the state ofthe virtual scene based on the position 2 identified from the images togenerate one or more frames having a state of a virtual scene 202B to bedisplayed on the HMD 104. The frames having the state of the virtualscene 202B are encoded by the game cloud system 116 to output one ormore encoded frames. The one or more encoded frames having the state ofthe virtual scene 202B are sent from the game cloud system 116 via thecomputer network 114 to the computing device 112. The computing device114 decodes the encoded frames having the state of the virtual scene202B to output one or more frames and sends the one or more frames viathe wired or wireless connection to the HMD 104 for display of thevirtual scene 202B on the HMD 104. The virtual scene 202B includes thevirtual objects described above with reference to FIG. 2A. The virtualcrosshair in the virtual scene 202B has a position B, which isdetermined by the game cloud system 116 based on the position 2 of theHHC 102. It should be noted that the position B has moved to the rightof the position A of the virtual crosshair within the scene 202A.

FIG. 2C is a diagram of an embodiment of the system 200 to illustrateyet another position 3 of the HHC 102 with respect to the referencecoordinate system on the camera 108. The reference coordinate system onthe camera 108 has the same reference coordinate R1. The position 3 ofthe HHC 102 has coordinates (X3, Y3, Z3) with respect to the referencecoordinate R1 of the reference coordinate system on the camera 108. Theposition 3 of the HHC 102 is achieved when the user 106 moves the HHC102 to his/her right compared to the position 2 (FIG. 2B) of the HHC102.

The camera 108 captures one or more images of the HHC 102 at theposition 3 and sends the images via the computing device 112 (FIG. 1A)and the computer network 114 (FIG. 1A) to the game cloud system 116(FIG. 1A). The game cloud system 116 determines a change in the state ofthe virtual scene based on the position 3 identified from the images togenerate one or more frames having a state of a virtual scene 202C to bedisplayed on the HMD 104. The frames having the state of the virtualscene 202C are encoded by the game cloud system 116 to output one ormore encoded frames. The one or more encoded frames having the state ofthe virtual scene 202C are sent from the game cloud system 116 via thecomputer network 114 to the computing device 112. The computing device114 decodes the encoded frames having the state of the virtual scene202C to output one or more frames and sends the one or more frames viathe wired or wireless connection to the HMD 104 for display of thevirtual scene 202C on the HMD 104. The virtual scene 202C includes thevirtual objects described above with reference to FIG. 2A. The virtualcrosshair in the virtual scene 202C has a position C, which isdetermined by the game cloud system 116 based on the position 3 of theHHC 102. It should be noted that the position C has moved to the rightof the position B of the virtual crosshair within the scene 202B.

It should be noted that in FIGS. 2A-2C, there is none or minimalmovement in the camera 108 when there is none or minimal movement of thehead of the user 106. The head of the user 106 is still or substantiallystill in FIGS. 2A-2C.

In one embodiment, the virtual scene 202B includes one or moreadditional virtual objects compared to those in the virtual scene 202Aor excludes one or more of the virtual objects shown in the virtualscene 202A. Similarly, the virtual scene 202C includes one or moreadditional virtual objects compared to those in the virtual scene 202Aor excludes one or more of the virtual objects shown in the virtualscene 202A.

In an embodiment, when the HHC 102 is at the position 1, the HHC 102 isat an orientation A with respect to the reference coordinate system onthe camera 108. The orientation A forms an angle of (angle X1, angle Y1,angle Z1). The angle X1 is formed with reference to the X axis of thereference coordinate system on the camera 108, the angle Y1 is formedwith respect to the Y axis of the reference coordinate system on thecamera 108 and the angle Z1 is formed with respect to the Z axis of thereference coordinate system on the camera 108. Similarly, when the HHC102 is at the position 2, the HHC 102 is at an orientation B withrespect to the reference coordinate system on the camera 108. Theorientation B forms an angle of (angle X2, angle Y2, angle Z2). Theangle X2 is formed with reference to the X axis of the referencecoordinate system on the camera 108, the angle Y2 is formed with respectto the Y axis of the reference coordinate system on the camera 108 andthe angle Z2 is formed with respect to the Z axis of the referencecoordinate system on the camera 108. Also, when the HHC 102 is at theposition 3, the HHC 102 is at an orientation C with respect to thereference coordinate system on the camera 108. The orientation C formsan angle of (angle X3, angle Y3, angle Z3). The angle X3 is formed withreference to the X axis of the reference coordinate system on the camera108, the angle Y3 is formed with respect to the Y axis of the referencecoordinate system on the camera 108 and the angle Z3 is formed withrespect to the Z axis of the reference coordinate system on the camera108. In an embodiment, the angle X1 is the same as the angles X2 and X3,the angle Y1 is the same as the angles Y2 and Y3 and the angle Z1 is thesame as the angles Z2 and Z3.

FIGS. 3A-3C are diagrams of embodiments of the system 200 to illustratea change in positions of the HMD 104 when the HHC 102 is held still orsubstantially still and an effect of the change in the positions onvirtual scenes that are displayed on the HMD 104. FIG. 3A is a diagramof an embodiment of the system 200 to illustrate a position a of the HMD104 with respect to the reference coordinate system of the real-worldenvironment. The reference coordinate system of the real-worldenvironment can be at a location of the camera (not shown) on the HHC102 or at a location of the camera 118 (FIG. 1A) or at a point on astructure, such as a wall or a floor or an object, within the real-worldenvironment. The reference coordinate system on the camera 108 has thereference coordinate R1, which is at a position a with respect to thereference coordinate system of the real-world environment. The positiona of the HMD 104 has coordinates (xa, ya, za) with respect to thereference coordinate system of the real-world environment. Moreover, theHHC 102 is at the position 1 with reference to the HMD 104.

A camera of the real-world environment, such as the camera 118 or thecamera (not shown) on the HHC 102, captures one or more images of theHMD 104 at the position a and sends the images via the computing device112 (FIG. 1A) and the computer network 114 (FIG. 1A) to the game cloudsystem 116 (FIG. 1A). The game cloud system 116 determines a change inthe state of the virtual scene displayed on a display screen of the HMD104 based on the position a identified from the images to generate oneor more frames having the state of the virtual scene 202A to bedisplayed on the HMD 104. The frames having the state of the virtualscene 202A are encoded and sent from the game cloud system 116 via thecomputer network 114 and the computing device 112 for display of thevirtual scene 202A on the HMD 104. The virtual crosshair in the virtualscene 202A has the position A, which is determined by the game cloudsystem 116 based on the position 1 of the HHC 102 with respect to thereference coordinate R1 on the camera 108 of the HMD 104.

FIG. 3B is a diagram of an embodiment of the system 200 to illustrate aposition b of the HMD 104 with respect to the reference coordinatesystem of the real-world environment. The reference coordinate system onthe camera 108 has a reference coordinate R2, which is at a position bwith respect to the reference coordinate system of the real-worldenvironment. The position b of the HMD 104 has coordinates (xb, yb, zb)with respect to the reference coordinate system of the real-worldenvironment. Also, the HHC 102 is at the position 1 with reference tothe HMD 104. The HHC 102 is at the same location or substantially at thesame location with respect to the camera 108 of the HMD 104 and there isnone or minimal movement between the position 1 of the HHC 102illustrated in FIG. 3A and the position 1 illustrated in FIG. 3B.

The camera of the real-world environment captures one or more images ofthe HMD 104 at the position b and sends the images via the computingdevice 112 (FIG. 1A) and the computer network 114 (FIG. 1A) to the gamecloud system 116 (FIG. 1A). The game cloud system 116 determines achange in the state of the virtual scene displayed on a display screenof the HMD 104 based on the position b identified from the images togenerate one or more frames having a state of a virtual scene 302A to bedisplayed on the HMD 104. The one or more frames having the state of thevirtual scene 302A are encoded by the game cloud system 116 to outputone or more encoded frames. The one or more encoded frames having thestate of the virtual scene 302A are sent from the game cloud system 116via the computer network 114 to the computing device 112. The computingdevice 112 decodes the encoded frames having the state of the virtualscene 302A to output one or more frames and sends the frames to the HMD104 via the wired or wireless connection. The HMD 104 receives theframes having the state of the virtual scene 302A and displays thevirtual scene 302A on the display screen of the HMD 104. The virtualscene 302A has a partial image of the virtual house compared to acomplete image of the virtual house in the virtual scene 202A. Moreover,the virtual scene 302A has a complete image of the virtual tree comparedto a partial image of the virtual tree in the virtual scene 202A. Also,the virtual scene 302A has the virtual crosshair that is pointing at thevirtual house compared to the virtual scene 202A in which the virtualcrosshair is not pointing at the virtual house but to a portion of avirtual background of the virtual scene 202A. In the virtual scene 302A,due to a movement of the HMD 104 to the right compared to the position aof the HMD 104 in FIG. 3A, all virtual objects within the virtual scene302A move to the left compared to the virtual scene 202A.

The virtual crosshair in the virtual scene 302A has the same position A,which is determined by the game cloud system 116 based on the position 1of the HHC 102 with respect to the reference coordinate R1 of the camera108 instead of the reference coordinate R2 of the camera 108. Theposition 1 of the HHC 102 is determined with reference to the position aof the HMD 104 even though the HMD 104 has moved to the position b fromthe position a. For example, the camera 108 captures one or more imagesof the HHC 102 at the position 1 and sends the images via the wired orwireless connection to the computing unit 112. Also, the camera of thereal-world environment captures one or more images of the HMD 104 at theposition b and sends the images via the wired or wireless connection tothe computing unit 112. The computing unit 112 sends the images of theHHC 102 at the position 1 and the images of the HMD 104 at the positionb via the computer network 114 to the game cloud system 116.

The game cloud system 116 determines from the images the position 1 ofthe HHC 102 and the position b of the HMD 104. The game cloud system 116determines that the position 1 of the HHC 102 has not changed and aposition of the HMD 104 has changed from the position a to the positionb. Upon determining that that the position 1 of the HHC 102 has notchanged and a position of the HMD 104 has changed from the position a tothe position b, the game cloud system 116 generates the state for thevirtual scene 302A in which the position A of the virtual crossbar staysthe same as that in the virtual scene 202A. The game cloud system 116ignores the change in the position of the HMD 104 from the position a tothe position b upon determining that the position 1 of the HHC 102 hasnot changed. Although there is a change from a relative position betweenthe HHC 102 at the position 1 and the HMD 104 at the position a to arelative position between the HHC 102 at the position 1 and the HMD 104at the position b, the game cloud system 116 does not change theposition A of the virtual crossbar. Rather, virtual objects, such as thevirtual tree and the virtual house in the virtual scene 202A are moved.

FIG. 3C is a diagram of an embodiment of the system 200 to illustrate aposition c of the HMD 104 with respect to the reference coordinatesystem of the real-world environment. The reference coordinate system onthe camera 108 has a reference coordinate R3, which is at a position cwith respect to the reference coordinate system of the real-worldenvironment. The position c of the HMD 104 has coordinates (xc, yc, zc)with respect to the reference coordinate system of the real-worldenvironment. Also, the HHC 102 is at the position 1 with reference tothe HMD 104. There is no change or minimal change in movement of the HHC102 from the position 1 illustrated in FIG. 3B.

The camera of the real-world environment captures one or more images ofthe HMD 104 at the position c and sends the images via the computingdevice 112 (FIG. 1A) and the computer network 114 (FIG. 1A) to the gamecloud system 116 (FIG. 1A). The game cloud system 116 determines achange in the state of the virtual scene displayed on a display screenof the HMD 104 based on the position c identified from the images togenerate one or more frames having a state of a virtual scene 302B to bedisplayed on the HMD 104. The one or more frames having the state of thevirtual scene 302B are encoded by the game cloud system 116 to outputone or more encoded frames. The one or more encoded frames having thestate of the virtual scene 302B are sent from the game cloud system 116via the computer network 114 to the computing device 112. The computingdevice 112 decodes the encoded frames having the state of the virtualscene 302B to output one or more frames and sends the frames to the HMD104 via the wired or wireless connection. The HMD 104 receives theframes having the state of the virtual scene 302B and displays thevirtual scene 302B on the display screen of the HMD 104. The virtualscene 302B does not have an image of the virtual house compared thepartial image of the virtual house in the virtual scene 302A. Moreover,the virtual scene 302B has a partial image of the virtual tree comparedto the complete image of the virtual tree in the virtual scene 302A.Also, the virtual scene 302B has the virtual crosshair that is pointingat the virtual tree compared to the virtual scene 302A in which thevirtual crosshair is pointing at the virtual house. In the virtual scene302B, due to a movement of the HMD 104 to the right compared to theposition b of the HMD 104 in FIG. 3B, all virtual objects within thevirtual scene 302B move to the left compared to the virtual scene 302A.

The virtual crosshair in the virtual scene 302B has the same position A,which is determined by the game cloud system 116 based on the position 1of the HHC 102 with respect to the reference coordinate R1 of the camera108 instead of the reference coordinate R3 of the camera 108. Theposition 1 of the HHC 102 is determined with reference to the position aof the HMD 104 even though the HMD 104 has moved to the position c fromthe position b. For example, the camera 108 captures one or more imagesof the HHC 102 at the position 1 and sends the images via the wired orwireless connection to the computing unit 112. Also, the camera of thereal-world environment captures one or more images of the HMD 104 at theposition c and sends the images via the wired or wireless connection tothe computing unit 112. The computing unit 112 sends the images of theHHC 102 at the position 1 and the images of the HMD 104 at the positionc via the computer network 114 to the game cloud system 116.

The game cloud system 116 determines from the images the position 1 ofthe HHC 102 and the position c of the HMD 104. The game cloud system 116determines that the position 1 of the HHC 102 has not changed and aposition of the HMD 104 has changed from the position b to the positionc. Upon determining that that the position 1 of the HHC 102 has notchanged and a position of the HMD 104 has changed from the position b tothe position c, the game cloud system 116 generates the state for thevirtual scene 302B in which the position A of the virtual crossbar staysthe same as that in the virtual scene 202A. The game cloud system 116ignores the change in the position of the HMD 104 from the position b tothe position c upon determining that the position 1 of the HHC 102 hasnot changed. Although there is a change from a relative position betweenthe HHC 102 at the position 1 and the HMD 104 at the position b to arelative position between the HHC 102 at the position 1 and the HMD 104at the position c, the game cloud system 116 does not change theposition A of the virtual crossbar.

It should be noted that in FIGS. 3A-3C, there is none or minimalmovement in the HHC 102 when there is none or minimal movement of thehands of the user 106. The hands of the user 106 are still orsubstantially still in FIGS. 3A-3C.

In one embodiment, the virtual scene 302A includes one or moreadditional virtual objects compared to those in the virtual scene 202Aor excludes one or more of the virtual objects shown in the virtualscene 202A. Similarly, the virtual scene 302B includes one or moreadditional virtual objects compared to those in the virtual scene 202Aor excludes one or more of the virtual objects shown in the virtualscene 202A.

FIGS. 4A-4C are diagrams of embodiments of the system 200 to illustratea change in positions of the HMD 104 simultaneous with a change inpositions of the HHC 102 and an effect of the change in the positions onvirtual scenes that are displayed on the HMD 104. FIG. 4A is a diagramof an embodiment of the system 200 to illustrate the position a of theHMD 104 with respect to the reference coordinate system of thereal-world environment and the position 1 of the HHC 102 with respect tothe reference co-ordinate R1 of the camera 108. Also, the HHC 102 is atthe position 1 with reference to the HMD 104.

The camera of the real-world environment captures one or more images ofthe HMD 104 at the position a and the camera 108 captures one or moreimages of the HHC 102 at the position 1. The images captured by thecamera of the real-world environment and the camera 108 are sent via thecomputing device 112 (FIG. 1A) and the computer network 114 (FIG. 1A) tothe game cloud system 116 (FIG. 1A). The game cloud system 116determines a change in the state of the virtual scene displayed on adisplay screen of the HMD 104 based on the position a identified fromthe images of the HMD 104 and the position 1 identified from the imagesof the HHC 102 to generate one or more frames having the state of thevirtual scene 202A to be displayed on the HMD 104. The frames having thestate of the virtual scene 202A are encoded and sent from the game cloudsystem 116 via the computer network 114 and the computing device 112 fordisplay of the virtual scene 202A on the HMD 104. The virtual crosshairin the virtual scene 202A has the position A, which is determined by thegame cloud system 116 based on the position 1 of the HHC 102 withrespect to the reference coordinate R1 on the camera 108 of the HMD 104.

FIG. 4B is a diagram of an embodiment of the system 200 to illustratethe position b of the HMD 104 with respect to the reference coordinatesystem of the real-world environment while the HHC 102 is at theposition 2. The camera 108 captures one or more images of the HHC 102 atthe position 2 and sends the images via the wired or wireless connectionto the computing unit 112. Also, the camera of the real-worldenvironment captures one or more images of the HMD 104 at the position band sends the images via the wired or wireless connection to thecomputing unit 112. The computing unit 112 sends the images of the HHC102 at the position 2 and the images of the HMD 104 at the position bvia the computer network 114 to the game cloud system 116. The gamecloud system 116 determines a change in the state of the virtual scenedisplayed on a display screen of the HMD 104 based on the positions 2and b identified from the images to generate one or more frames having astate of a virtual scene 402A to be displayed on the HMD 104. The one ormore frames having the state of the virtual scene 402A are encoded bythe game cloud system 116 to output one or more encoded frames. The oneor more encoded frames having the state of the virtual scene 402A aresent from the game cloud system 116 via the computer network 114 to thecomputing device 112. The computing device 112 decodes the encodedframes having the state of the virtual scene 402A to output one or moreframes and sends the frames to the HMD 104 via the wired or wirelessconnection. The HMD 104 receives the frames having the state of thevirtual scene 402A and displays the virtual scene 402A on the displayscreen of the HMD 104. The virtual scene 402A has a partial image of thevirtual house compared to a complete image of the virtual house in thevirtual scene 202A. Moreover, the virtual scene 402A has a completeimage of the virtual tree compared to a partial image of the virtualtree in the virtual scene 202A. Also, the virtual scene 402A has thevirtual crosshair that is pointing at a different location compared tothe virtual scene 202A in which the virtual crosshair is pointing toanother location. In the virtual scene 402A, due to a movement of theHMD 104 to the right compared to the position a of the HMD 104 in FIG.4A, all virtual objects within the virtual scene 402A move to the leftcompared to the virtual scene 202A.

Also, the virtual crosshair in the virtual scene 402A has the positionB, which is determined by the game cloud system 116 based on theposition 2 of the HHC 102 with respect to the reference coordinate R1 ofthe camera 108 instead of the reference coordinate R2 of the camera 108.The position 2 of the HHC 102 is determined with reference to theposition a of the HMD 104 even though the HMD 104 has moved to theposition b from the position a. For example, the game cloud system 116determines from the images received from the camera 108 and the cameraof the real-world environment, the position 2 of the HHC 102 and theposition b of the HMD 104. The game cloud system 116 determines that theposition 1 of the HHC 102 has changed to the position 2 with respect tothe previous position a of the HMD 104 and a position of the HMD 104 haschanged from the position a to the position b. Upon determining thatthat the position 1 of the HHC 102 has changed to the position 2 withrespect to the previous position a of the HMD 104 and a position of theHMD 104 has changed from the position a to the position b, the gamecloud system 116 generates the state for the virtual scene 402A in whichthe position A of the virtual crossbar changes to the position B in thevirtual scene 402A. The game cloud system 116 ignores the change in theposition of the HMD 104 from the position a to the position b indetermining the position B of the virtual crossbar. Although there is achange from a relative position between the HHC 102 at the position 1and the HMD 104 at the position a to a relative position between the HHC102 at the position 2 and the HMD 104 at the position b, the game cloudsystem 116 does not consider the change in the position of the HMD 104to determine the position B of the virtual crossbar.

FIG. 4C is a diagram of an embodiment of the system 200 to illustratethe position c of the HMD 104 with respect to the reference coordinatesystem of the real-world environment while the HHC 102 is at theposition 3. The camera 108 captures one or more images of the HHC 102 atthe position 3 and sends the images via the wired or wireless connectionto the computing unit 112. Also, the camera of the real-worldenvironment captures one or more images of the HMD 104 at the position cand sends the images via the wired or wireless connection to thecomputing unit 112. The computing unit 112 sends the images of the HHC102 at the position 3 and the images of the HMD 104 at the position cvia the computer network 114 to the game cloud system 116. The gamecloud system 116 determines a change in the state of the virtual scenedisplayed on a display screen of the HMD 104 based on the positions 3and c identified from the images to generate one or more frames having astate of a virtual scene 402B to be displayed on the HMD 104.

The one or more frames having the state of the virtual scene 402B areencoded by the game cloud system 116 to output one or more encodedframes. The one or more encoded frames having the state of the virtualscene 402B are sent from the game cloud system 116 via the computernetwork 114 to the computing device 112. The computing device 112decodes the encoded frames having the state of the virtual scene 402B tooutput one or more frames and sends the frames to the HMD 104 via thewired or wireless connection. The HMD 104 receives the frames having thestate of the virtual scene 402B and displays the virtual scene 402B onthe display screen of the HMD 104. The virtual scene 402B does not havean image of the virtual house compared to the partial image of thevirtual house in the virtual scene 402A. Moreover, the virtual scene402C has a partial image of the virtual tree compared to the completeimage of the virtual tree in the virtual scene 402A. Also, the virtualscene 402B has the virtual crosshair that is pointing at a differentlocation in the virtual scene 402B compared to the virtual scene 402A inwhich the virtual crosshair is pointing to another location. The virtualcrosshair is at the position C in the virtual scene 402B and is at theposition B in the virtual scene 402A. In the virtual scene 402B, due toa movement of the HMD 104 to the right compared to the position b of theHMD 104 in FIG. 4B, all virtual objects within the virtual scene 402Bmove to the left compared to the virtual scene 402A.

The position C of the virtual crosshair is determined by the game cloudsystem 116 based on the position 3 of the HHC 102 with respect to thereference coordinate R1 of the camera 108 instead of the referencecoordinate R3 of the camera 108. The position 3 of the HHC 102 isdetermined with reference to the position a of the HMD 104 even thoughthe HMD 104 has moved to the position c from the position b. Forexample, the game cloud system 116 determines from the images receivedfrom the camera 108 and the camera of the real-world environment, theposition 3 of the HHC 102 and the position c of the HMD 104. The gamecloud system 116 determines that the position 2 of the HHC 102 haschanged to the position 3 with respect to the previous position a of theHMD 104 and a position of the HMD 104 has changed from the position b tothe position c. Upon determining that that the position 2 of the HHC 102has changed to the position 3 with respect to the previous position a ofthe HMD 104 and a position of the HMD 104 has changed from the positionb to the position c, the game cloud system 116 generates the state forthe virtual scene 402B in which the position B of the virtual crossbarchanges to the position C in the virtual scene 402B. The game cloudsystem 116 ignores the change in the position of the HMD 104 from theposition b to the position c in determining the position C of thevirtual crossbar. Although there is a change from a relative positionbetween the HHC 102 at the position 2 and the HMD 104 at the position bto a relative position between the HHC 102 at the position 3 and the HMD104 at the position c, the game cloud system 116 does not consider thechange in the position of the HMD 104 to determine the position C of thevirtual crossbar.

It should be noted that a position of the virtual crossbar in a virtualscene is determined by the game cloud system 116 with respect to a pointon a corner of the virtual scene. For example, a position of the virtualcrossbar in the virtual scene 302A (FIG. 3B) is determined withreference to a point at a top right corner of the virtual scene 302A.Each virtual scene, described herein, has a polygonal shape, such as arectangular shape or a square shape. The rectangular or square shape hasfour corners.

FIG. 5A illustrates a perspective view of a video game controller 500for interfacing with an interactive program, such as the applicationexecuted by the game cloud system 116 (FIG. 1A), in accordance with anembodiment of described in the present disclosure. The video gamecontroller 500 is an example of the HHC 102 of FIG. 1A. The video gamecontroller 500 includes a main body 502 and extensions 504A and 504Bthat extend from the main body 502. The extension 504A and 504B are heldby the user 106's (FIG. 1A) left and right hands, respectively, and thusfunction as handles to enable secure gripping of the video gamecontroller 500 by the user 106. On a top surface of the main body 502,there are included various input devices, such as buttons 506A, 506B,506C, and 506D, joysticks 508A and 508B, and multiple directional pads510A, 510B, 510C, and 510D. Also shown is a top portion of athree-dimensional (3D) control bar 512 which extends through the mainbody 502 of the video game controller 500 from top to bottom. A speaker514 is provided for playing sounds which provide feedback to the user106.

Additionally, the video game controller 500 includes a touch panel 516defined along the back side of the main body 502 which faces the user106 when the extensions 504A and 504B are held by the user 106 in theleft and right hands, respectively. The touch panel 516 is oriented in asubstantially vertical fashion and situated between the extensions 504Aand 504B so that the user 106 holding the extensions 504A and 504B canreadily use the touch panel 516 with the thumb of either hand of theuser 106. The touch panel 516 utilizes a touch-sensitive technology(e.g. resistive, capacitive, etc.) to detect touch gestures made by theuser 106. In the illustrated embodiment, the touch panel 516 also has aslight outward curvature from top to bottom which provides a tactilesensation by virtue of its shape that enables the user 106 to readilydetermine an approximate vertical position of his/her thumb on the touchpanel 516 based on feeling alone.

The video game controller 500 includes a touch pad 518. The touch pad518 receives a touch or a selection, such as a click, from the user 106to generate the input data. The touch pad 518 is located above thejoysticks 508A and 508B and between a group 520 of the buttons 506A,506B, 506C, and 506D and another group 522 of the directional pads 510A,510B, 510C, and 510D. Underneath the touch pad 518, there is a light bar524. The light bar 524 includes a light source, such as a string oflight emitting diodes (LEDs) or a string of incandescent lights or aninfrared light bar. Other examples of the light bar 524 include areflective tape or a marker. The light bar 524 is visible to the camera108 (FIG. 1A) via the touch pad 518. The light bar 524 is a part of thetouch pad 518 and the part is made from a translucent material or atransparent material. The light bar 524 is powered by a battery withinthe video game controller 500.

FIG. 5B is a diagram of an embodiment of the video game controller 500having an orientation 1 as viewed by the camera 108 of the HMD 104 (FIG.1A). On the main body 502, there is a marker 526, which is locatedbetween the groups 520 and 522. Examples of the marker 526 include anLED light source or an incandescent light source or a reflective tape.The marker 526 is located at a vertex of a triangle 528. The remainingtwo vertices of the triangle 528 are formed by edge points 528 and 530of the light bar 524.

The orientation 1 of the controller 500 includes an angle formed withrespect to the X-axis on the camera 108, an angle formed with respect tothe Y-axis on the camera 108, and an angle formed with respect to theZ-axis on the camera 108. For example, the orientation 1 is (θ1, ϕ1,γ1), where θ1 is an angle formed with respect to the X-axis on thecamera 108, ϕ1 is an angle formed with respect to the Y-axis on thecamera 108, and γ1 is an angle formed with respect to the Z-axis on thecamera 108. The camera 108 captures one or more images of theorientation 1 in which the light bar 524, as viewed by the camera 108,is above a horizontal level 532 of the marker 526. When the light bar524 is above the horizontal level 532, the edge points 528 and 530 ofthe light bar 524 are above the marker 526.

FIG. 5C is a diagram of an embodiment of the video game controller 500having an orientation 2 as viewed by the camera 108 of the HMD 104 (FIG.1A). The orientation 2 is (θ2, ϕ2, γ2), where θ2 is an angle formed withrespect to the X-axis on the camera 108, ϕ2 is an angle formed withrespect to the Y-axis on the camera 108, and γ2 is an angle formed withrespect to the Z-axis on the camera 108. The camera 108 captures one ormore images of the orientation 2 in which the light bar 524, as viewedby the camera 108, is at the same horizontal level 532 or approximatelythe same horizontal level 532 of the marker 526. When the light bar 524is at the same horizontal level 532 or approximately the same horizontallevel 532, the edge point 528 of the light bar 524 is above the marker526 and the edge point 530 of the light bar 524 is below the marker 526.

FIG. 5D is a diagram of an embodiment of the video game controller 500having an orientation 3 as viewed by the camera 108 of the HMD 104 (FIG.1A). The orientation 3 is (θ3, ϕ3, γ3), where θ3 is an angle formed withrespect to the X-axis on the camera 108, ϕ3 is an angle formed withrespect to the Y-axis on the camera 108, and γ3 is an angle formed withrespect to the Z-axis on the camera 108. The camera 108 captures one ormore images of the orientation 3 in which the light bar 524, as viewedby the camera 108, is below the horizontal level 532 of the marker 526.When the light bar 524 is below the horizontal level 532, the edgepoints 528 and 530 the light bar 524 are located below the marker 526.

In one embodiment, the video game controller 500 includes one or moremicrophones for capturing sound from the real-world environment. As anexample, the microphones are arranged as an array of microphones. Thearrangement is a linear array of microphones. When three or moremicrophones are included in the array of microphones, it is possible todetermine a location of a sound source relative to the microphone arraybased on analysis of audio data captured by the microphone array. Morespecifically, the sound source can be localized relative to themicrophone array based on a relative timing of its sound as captured byeach of the microphones of the microphone array. Taken in combinationwith a location and an orientation of the video game controller 500, andby extension the location and orientation of the microphone array, alocation of the sound source within the interactive environment can bedetermined. Furthermore, the captured sound can be processed to excludesounds which do not emanate from a certain region of the real-worldenvironment.

FIG. 6 is a diagram of an embodiment of the system 600 to illustrate anHMD 602 with multiple cameras 604A and 604B. The cameras 604A and 604Bare located at a lower region of the HMD 602. The lower region of theHMD 602 is below one or more display screens of the HMD 602. The HMD 602is an example of the HMD 104 of FIG. 1A. For example, the camera 604B isan example of the camera 108 when the camera 108 is located closer to aleft lower region of the HMD 104 instead of being located closer to acentral lower region of the HMD 104.

The camera 604A is located on one end of the lower region of the HMD 602and the camera 604B is located at an opposite end of the lower region.The camera 604A provides a reference coordinate system, such as anXAYAZA reference coordinate system, having a reference coordinate R4,such as an origin (0, 0, 0). Similarly, the camera 604B provides anotherreference coordinate system, such as an XBYBZB reference coordinatesystem, having a reference coordinate R5, such as an origin (0, 0, 0).The camera 604A has a field-of-view 606A that faces downward towards thecontroller 102 and the camera 604B has another field-of-view 606B thatalso faces downward towards the controller 102 when the controller 102is held by the user 106 at a level that is below a horizontal level ofthe HMD 602. The camera 604A is coupled to the computing device 112 ofFIG. 1A via a wired or wireless connection and the camera 604B iscoupled to the computing device 112 via the wired or wirelessconnection.

The camera 604A captures one or more images of the HHC 102 within thefield-of-view 606A and the camera 604B captures one or more images ofthe HHC 102 within the field-of-view 606B. The images captured by thecameras 604A and 604B are sent from the HMD 602 via the wired orwireless connection to the computing device 112 of FIG. 1A. Thecomputing device 112 of FIG. 1A sends the images captured by the cameras604A and 604B via the computer network 114 to the game cloud system 116of FIG. 1A. The game cloud system 116 determines from the imagescaptured by the cameras 604A and 604B the position 1 and an orientationof the HHC 102. As an example, the position 1 has a distance of XA1 fromthe reference coordinate R4, a distance of YA1 from the referencecoordinate R4, and a distance of ZA1 from the reference coordinate R4.Similarly, the orientation of the HHC 102 as determined from the imagescaptured by the camera 604A has an angle of θA1 from an XA axis of theXAYAZA reference coordinate system, an angle of ϕA1 from a YA axis ofthe XAYAZA reference coordinate system, and an angle of γA1 from a ZAaxis of the XAYAZA reference coordinate system. As another example, theposition 1 has a distance of XB1 from the reference coordinate R5, adistance of YB1 from the reference coordinate R5, and a distance of ZB1from the reference coordinate R5. Similarly, the orientation of the HHC102 as determined from the images captured by the camera 604B has anangle of OB1 from an XB axis of the XBYBZB reference coordinate system,an angle of OB1 from a YB axis of the XBYBZB reference coordinatesystem, and an angle of yB1 from a ZB axis of the XBYBZB referencecoordinate system

The game cloud system 116 modifies the state of the virtual scene basedon the position 1 and the orientation of the HHC 102 as determined fromthe images captured by the cameras 604A and 604B. It should be notedthat when the HHC 102 is outside the field-of-view 606A of the camera604A, the camera 604B captures the images of the HHC 102. Similarly,when the HHC 102 is outside the field-of-view 606B of the camera 604B,the camera 604A captures the images of the HHC 102. There is morecoverage of movement of the HHC 102 with both the cameras 604A and 604Bthan with the camera 108.

FIG. 7A is a diagram of an embodiment of a bottom isometric view of anHMD 700, which is an example of the HMD 104 of FIG. 1A or any other HMDsdescribed herein. The HMD 700 has an eye mask 703 that includes a frontregion 704 and a lower region 702, which is a bottom surface of the eyemask 703 of the HMD 700. The front region 704 is a front surface of theeye mask 703 and the front surface is placed in front of eyes of theuser 106 to covers the eyes of the user 106. The HMD 700 has a headband706, which is sometimes referred to herein as a top headband strap. Theheadband 706 is coupled to the eye mask 703 and wraps or extends arounda head of the user 106 (FIG. 1A). The eye mask 703 includes a frame 705,made from rubber or plastic, and the frame 705 fits around eyes of theuser 106. The lower region 702 is not connected to the headband 706 andis separated from the headband 706 by the frame 705. Also, the lowerregion 702 cannot cover eyes of the user 106 and is below the eyes ofthe user 106. The frame 705 is coupled, such as fitted or connected, tothe lower region 702, and the front region 704 is coupled to the lowerregion 702. For example, the frame 705 is glued to or screwed to thelower region 702 and the front region 704 is screwed to the lower region702. The lower region 702 is adjacent to the front region 704 and theframe 705 is adjacent to the lower region 702. The head passes through aspace formed between the frame 705 and the headband 706.

One or more display screens of the HMD 700 are located within the frontregion 704. Also, a camera 710 is fitted to the lower region 702 so thata lens of the camera 710 extends through an outer surface of the lowerregion 702. The camera 710 is located between the front region 704 andthe frame 705. The camera 710 is an example of the camera 108 of FIG.1A. The lens is embedded within the outer surface of the lower region702 or extends from the outer surface. The camera 710 is located betweenmultiple light sources 708A and 708B that are embedded within the outersurface of the lower region 702. The light sources 708A and 708B areexamples of markers used for determining a position and orientation ofthe HMD 700. For example, the camera 118 of FIG. 1A captures one or moreimages of the lights 708A and 708B and any other light sources on asurface of the HMD 700 to determine a position and an orientation of theHMD 700 in the real-world environment. Other examples of markers,described herein, include retro-reflective tapes or a reflective tape orfluorescent colors. Examples of a light source include an infrared lightsource or an LED light source. The camera 710 is located at a frontportion of the lower region 702 and the front portion is closer to thefront region 704 than to the frame 705.

There is a light source 707B between the front region 704 and the frame705. Similarly, there is another light source 707A between the frontregion 704 and the frame 705. The light source 707A is on an oppositeside of the front region 704 compared to another side of the frontregion 704. The other side of the front region 704 is adjacent to thelight source 707B.

In an embodiment, the front region 704 is expanded to include the lightsources 707A and 707B. The light source 707A is located on a side of thefront region 704 than a side, of the front region 704, on which thelight source 707B is located.

In one embodiment, the camera 710 is located on the front region 704 orany other region of the HMD 700.

In an embodiment, the camera 710 is located on a back portion of thelower region 702 and the back portion is closer to the frame 705 than tothe front region 704.

FIG. 7B is a diagram of an embodiment of a top isometric view of the HMD700. The eye mask 703 of the HMD 700 includes an upper region 712, suchas a top region, that is adjacent to the front region 704. The upperregion 712 is a top surface of the eye mask 703. The upper region 712 iscoupled to the front region 704. For example, the upper region 712 isscrewed or fitted to the front region 704. The front region 712 islocated between the upper region 712 and the lower region 702. The upperregion 712 is adjacent to, such as next to, the front region 704 andfaces the lower region 702 of FIG. 7A. The upper region 712, the frontregion 704, and the lower region 702 form parts of the eye mask 703 ofthe HMD 700. The upper region 712 is adjacent to the frame 705 and iscoupled to the frame 705. For example, the upper region 712 is screwedto or glued to the frame 705. The eye mask 703 is adjacent to the frame705. The headband 706 is coupled to, such as screwed to or fitted to orglued to, the upper region 712. Within the upper region 712, there arelight sources 708C and 708D that are embedded within an outer surface ofthe upper region 712.

FIG. 7C is a diagram of a bottom view of an embodiment of an HMD 750 toillustrate multiple cameras 710, 752A, and 752B. The HMD 750 is the samein structure and function as the HMD 700 of FIG. 7A except that the HMD750 does not have the light sources, 707A, 707B, 708A, 708B, 708C, and708D (FIGS. 7A and 7B). Instead, the HMD 750 includes the cameras 752Aand 752B. The HMD 750 is an example of the HMD 104 (FIG. 1A). Thecameras 752A and 752B have lenses that face towards the floor F toreceive light reflected from the floor F and the HHC 102 to capture oneor more images of movement of the HHC 102 with respect to the floor F.

The camera 752A is situated within the lower region 702 and at one sideof the camera 710. Also, the camera 752B is situated within the lowerregion 702 and at a side of the camera 710 that is opposite to the sideon which the camera 752A is located. The camera 752B has a differentfield-of-view than the FOV 110 of the camera 710 and a field-of-view ofthe camera 752A. The FOV 110 is different from the field-of-view of thecamera 752A. Any movement of the HHC 102 that is not within the FOV 110of the camera 710 is captured by the FOV of the camera 752A or withinthe FOV of the camera 752B.

Each camera 752A and 752B is coupled via a wired or wireless connectionto the computing device 112 (FIG. 1A). Images captured by the cameras752A and 752B are sent to a processor of the HMD 750. The processor ofthe HMD 750 sends the images via a short-range communication module,such as a Bluetooth™ module or a Wi-FI™ module, of the HMD 750 to thecomputing device 112. The computing device 112 sends the images capturedby the cameras 752A and 752B via the computer network 114 to the gamecloud system 116 (FIG. 1A). The game cloud system 116 determines aposition and orientation of the HHC 102 from the images captured by thecamera 710 and/or the images captured by the camera 752A and/or theimages captured by the camera 752B to change the state of the virtualscene.

FIG. 7D is a diagram of a top view of an embodiment of the HMD 750 toillustrate multiple cameras 754A, 754B, and 754C. The HMD 750 includesthe cameras 754A, 754B, and 754C at the upper region 712 of the HMD 750.The camera 754B is located between the cameras 754A and 754C. Thecameras 754A, 754B, and 754C have lenses that face towards a ceiling ofthe real-world environment to receive light reflected from the ceilingand the HHC 102 to capture one or more images of movement of the HHC 102with respect to the ceiling. The ceiling is located opposite to thefloor F and is substantially perpendicular or perpendicular to the wallsW1 and W2 (FIG. 1D). The ceiling is parallel or substantially parallelto the floor F.

The camera 754B has a different field-of-view than the camera 754B andthe camera 752C. Also, the camera 752B has a different field-of-viewthan the camera 752C. Any movement of the HHC 102 that is not within theFOV of the camera 754A is captured by the FOV of the camera 754B or theFOV of the camera 752C.

Each camera 754A, 754B, and 754C is coupled via a wired or wirelessconnection to the computing device 112 (FIG. 1A). Images captured by thecameras 754A, 754B, and 754C are sent to the processor of the HMD 750.The processor of the HMD 750 sends the images via the short-rangecommunication module of the HMD 750 to the computing device 112. Thecomputing device 112 sends the images captured by the cameras 754A,754B, and 754C via the computer network 114 to the game cloud system 116(FIG. 1A). The game cloud system 116 determines a position andorientation of the HHC 102 from the images captured by the camera 754Aand/or the images captured by the camera 754B and/or the images capturedby the camera 754C to change the state of the virtual scene.

It should be noted that the cameras 754A, 754B, and 754C capture imagesof movement of the HHC 102 when the HHC 102 is at a level above the eyemask 703. When the HHC 102 is at the level above the eye mask 703,movement of the HHC 102 is not captured by the camera 710, the camera752A, and the camera 752C (FIG. 7C). Similarly, the cameras 710, 752A,and 752B capture images of movement of the HHC 102 when the HHC 102 isat a level below the eye mask 703. When the HHC 102 is at the levelbelow the eye mask 703, movement of the HHC 102 is not captured by thecameras 754A, 754B, and 754C.

In an embodiment, one or more cameras are located on the headband 706 tocapture images of movement of the HMD 750 with respect to the real-worldenvironment. The one or more cameras of the headband 706 provide theimages to the processor of the HMD 750 and the processor sends theimages to the short-range communication module of the HMD 750. Theshort-range communication module of the HMD 750 sends the images to thecomputing device 112, which sends the images via the computer network114 to the game cloud system 116. The game cloud system 116 determines amovement of the HMD 750 from the images and the movement is determinedwith reference a reference co-ordinate system of the real-worldenvironment captured in the images. The movement is then used by thegame cloud system 116 to change the state of the virtual scene.

In one embodiment, the HMD 750 includes a lower or greater number ofcameras than that illustrated in FIGS. 7C and 7D. For example, the HMD750 does not have the cameras 752A, 752B, 754A and 754C. As anotherexample, the HMD 750 does not have the cameras 710 and 754B.

FIG. 8A is a bottom view of an embodiment of an HMD 800, which is anexample of the HMD 700 of FIGS. 7A and 7B. The HMD 800 has a frontregion 804, which is an example of the front region 704 of FIGS. 7A and7B. The HMD 800 also has a lower region 802, which is an example of thelower region 702 of FIG. 7A. The camera 108 is fitted to the lowerregion 802. For example, the camera 108 is fitted between the lightsources 708A and 708B of FIG. 7A and is closer to the front region 804than to the frame 705. The camera 108 has the reference coordinate R1.

FIG. 8B is a bottom view of an embodiment of an HMD 820. The HMD 820 isan example of the HMD 700 of FIGS. 7A and 7B, except that the HMD 820has the camera 108 that is fitted to a different location than thecamera 108 on the HMD 700. The HMD 820 has the front region 804 and thelower region 802. The camera 108 of the HMD 820 is fitted to the lowerregion 802 of the HMD 820. For example, the camera 108 is fitted betweenthe light sources 708A and 708B of FIG. 7A and is at approximately thesame distance from the front region 804 as that from the frame 705. Toillustrate, the camera 108 is at the same distance from the front region804 as that from the frame 705. The camera 108 has a referencecoordinate R6, which is an origin (0, 0, 0) of the XYZ referencecoordinate system of the camera 108.

FIG. 8C is a bottom view of an embodiment of an HMD 822. The HMD 822 isan example of the HMD 700 of FIGS. 7A and 7B, except that the HMD 822has the camera 108 that is fitted to a different location than thecamera 108 on the HMD 700. The HMD 822 has the front region 804 and thelower region 802. The camera 108 of the HMD 822 is fitted to the lowerregion 802 of the HMD 822. For example, the camera 108 is fitted betweenthe light sources 708A and 708B of FIG. 7A and is at closer to the frame705 of FIG. 7A than to the front region 804. The camera 108 has areference coordinate R7, which is an origin (0, 0, 0) of the XYZreference coordinate system of the camera 108.

FIG. 8D is a bottom view of an embodiment of an HMD 824. The HMD 824 isan example of the HMD 700 of FIGS. 7A and 7B, except that the HMD 824has the camera 108 that is fitted to a different location than thecamera 108 on the HMD 700. The HMD 824 has the front region 804 and thelower region 802. The camera 108 of the HMD 824 is fitted to the lowerregion 802 of the HMD 824. For example, the camera 108 is fitted closerto the light source 708B than to the light source 708A of FIG. 7A and isat approximately the same distance from the front region 804 as thatfrom the frame 705. The camera 108 has a reference coordinate R8, whichis an origin (0, 0, 0) of the XYZ reference coordinate system of thecamera 108.

In one embodiment, the camera 108 of the HMD 824 is located closer tothe frame 705 than to the front region 804. In an embodiment, the camera108 of the HMD 824 is located closer to the front region 804 than to theframe 705.

FIG. 8E is a bottom view of an embodiment of an HMD 826. The HMD 8206 isan example of the HMD 700 of FIGS. 7A and 7B, except that the HMD 826has the camera 108 that is fitted to a different location than thecamera 108 on the HMD 700. The HMD 826 has the front region 804 and thelower region 802. The camera 108 of the HMD 826 is fitted to the lowerregion 802 of the HMD 826. For example, the camera 108 is fitted closerto the light source 708A than to the light source 708B of FIG. 7A and isat approximately the same distance from the front region 804 as thatfrom the frame 705. The camera 108 has a reference coordinate R9, whichis an origin (0, 0, 0) of the XYZ reference coordinate system of thecamera 108.

In one embodiment, the camera 108 of the HMD 826 is located closer tothe frame 705 than to the front region 804. In an embodiment, the camera108 of the HMD 826 is located closer to the front region 804 than to theframe 705.

FIG. 9A is a diagram of a bottom view of an embodiment of an HMD 902 toillustrate locations of the cameras 604A and 604B at the lower region802 of the HMD 902. The HMD 902 is an example of the HMD 700 of FIGS. 7Aand 7B, and has the lower region 802 and the front region 804, exceptthat the HMD 902 has the two cameras 604A and 604B instead of one.

The camera 604A is located between the light source 708B of FIG. 7A andthe camera 604B. Also, the camera 604A is located closer to the lightsource 708B than to the light source 708A. Similarly, the camera 604B islocated between the light source 708A of FIG. 7A and the camera 604A.Also, the camera 604B is located closer to the light source 708A than tothe light source 708B. Both the cameras 604A and 604B are located closerto the front region 804 than to the frame 705 of FIG. 7A. The referencecoordinate R4 is at the camera 604A of the HMD 902 and the referencecoordinate R5 is at the camera 604B of the HMD 902.

FIG. 9B is a diagram of a bottom view of an embodiment of an HMD 904 toillustrate locations of the cameras 604A and 604B at the lower region802 of the HMD 902. The HMD 904 is an example of the HMD 700 of FIGS. 7Aand 7B, and has the lower region 802 and the front region 804, exceptthat the HMD 904 has the two cameras 604A and 604B instead of one.

The locations of the cameras 604A and 604B are the same as describedabove with reference to FIG. 9A except that both the cameras 604A and604B are located at approximately the same distance or approximately thesame distance from the front region 804 as that from the frame 705 ofFIG. 7A. For example, the cameras 604A and 604B are located at the samedistance from the front region 804 as that from the frame 705 of FIG.7A. The reference coordinate R8 is at the camera 604A of the HMD 904 andthe reference coordinate R9 is at the camera 604B of the HMD 904.

FIG. 9C is a diagram of a bottom view of an embodiment of an HMD 906 toillustrate locations of the cameras 604A and 604B at the lower region802 of the HMD 902. The HMD 906 is an example of the HMD 700 of FIGS. 7Aand 7B, and has the lower region 802 and the front region 804, exceptthat the HMD 906 has the two cameras 604A and 604B instead of one.

The locations of the cameras 604A and 604B are the same as describedabove with reference to FIG. 9A except that both the cameras 604A and604B are located closer to the frame 705 of FIG. 7A than to the frontregion 804. A reference coordinate R10, such as an origin (0, 0, 0), isat the camera 604A of the HMD 906 and a reference coordinate R11 is atthe camera 604B of the HMD 906. The reference coordinate R11 is anorigin (0, 0, 0) at the camera 604B of the HMD 906.

FIG. 10A is a diagram of an embodiment of a system 1000 to illustrate adetermination of a position of an HMD 1002 with reference to a referencecoordinate system, such as an xyz co-ordinate system having a referencecoordinate RC. The reference coordinate RC is an origin (0, 0, 0). Thereference coordinate RC is located at a point on the wall W2. Thereference coordinate system having the reference coordinate RC has thex-axis, the y-axis, and the z-axis.

The HMD 1002 is an example of the HMD 700 of FIG. 7. The HMD 1002 hasthe camera 108 and another camera 1004. The camera 1004 is located on afront region 1006 of the HMD 1002. For example, a lens of the camera1004 extends through the front region 1006 to face the real-worldenvironment in front of the HMD 1002. The camera 1004 is an outwardfacing camera. The front region 1006 is an example of the front region704 of FIG. 7A. Both the cameras 1004 and 108 are coupled to thecomputing device 112 via the same wired or wireless connection.

The camera 1004 captures one or more images of the real-worldenvironment that is in front of the HMD 1002. For example, the camera1004 captures images of the walls W2 or the wall W1. The camera 1004sends the images via the wired connection to the computing device 112.The computing device 112 transfers the images via the computer network114 (FIG. 1A) to the game cloud system 116 (FIG. 1A). The game cloudsystem 116 receives the images from the camera 1004 and determines aposition and orientation of the HMD 1002 with reference to the referenceco-ordinate system having the reference coordinate RC. For example, thegame cloud system 116 determines a distance of the camera 1004 in thex-direction from the reference coordinate RC, a distance of the camera1004 in the y-direction from the reference coordinate RC, and a distanceof the camera 1004 in the z-direction from the reference coordinate RC.The game cloud system 116 determines an angle of the camera 1004 withreference to the x-axis of the reference coordinate RC, an angle of thecamera 1004 with respect to the y-axis of the reference coordinate RC,and an angle of the camera 1004 with respect to the z-axis of thereference coordinate RC. The game cloud system 116 changes the state ofthe virtual scene according to the position and orientation of the HMD1002 with reference to the reference coordinate system having thereference coordinate RC.

FIG. 10B is a diagram of an embodiment of a system 1020 to illustrateuse of projectors A and B and detectors on an HMD 1024 to determine aposition and an orientation of the HMD 1024. The system 1020 has the HMD1024 and the camera 108 is fitted to a lower region of the HMD 1024. TheHMD 1024 is an example of the HMD 700 of FIGS. 7A and 7B. The system1020 further includes the computing device 112, the HHC 102 and theprojectors A and B. An example of a projector, as used herein, is aprojector that includes a laser light source and a mirror. The laserlight source generates light that is projected on the mirror, whichmoves with respect to multiple axes, to reflect the light in apre-determined pattern, such as a Lissajous pattern. The light that isreflected creates the pre-determined pattern within a volume in thereal-world environment.

The HMD 1024 has multiple detectors D1, D2, D3, D4, D5, and D6. Thedetectors are located on a front region of the HMD 1024. An example of adetector, as used herein, is a photosensor or a sensor having a p-njunction that converts light into electrical current, which is anexample of an electrical signal. The HMD 1024 is coupled to thecomputing device 112 via a wired or wireless connection. Similarly, theHMD 1024 is coupled to the projector A via a wired or wirelessconnection and the HMD 1024 is coupled to the projector B via a wired orwireless connection.

The projectors A and B emit light to create the volume for thepre-determined pattern within the real-world environment. The detectorsD1 through D6 detect the light within the volume to output multipleelectrical signals. For example, each detector D1 through D6 outputs acorresponding electrical signal. The HMD 1024 sends information, such aslight intensities, within the electrical signals to the computing device112. The computing device 112 sends the information received from theHMD 1024 via the computer network 114 (FIG. 1A) to the game cloud system116 (FIG. 1A). The game cloud system 116 processes the information todetermine an orientation of the HMD 1024 with respect to a referencecoordinate system, such as an xayaza coordinate system, of the projectorA. Similarly, the game cloud system 116 processes the information todetermine an orientation of the HMD 1024 with respect to a referencecoordinate system, such as an xbybzb coordinate system, of the projectorB. The xayaza reference coordinate system has an xa axis, a ya axis, anda za axis. The ya axis is perpendicular to the xa axis and the za axisis perpendicular to the ya axis and to the xa axis. Similarly, thexbybzb reference coordinate system has an xb axis, a yb axis, and a zbaxis. The yb axis is perpendicular to the xb axis and the zb axis isperpendicular to the yb axis and to the xb axis. The game cloud system116 determines from intensities of the electrical signals that areoutput by the detectors D1 through D6 an orientation of the HMD 1024with respect to the xayaza reference coordinate system, which includesan angle of the HMD 1024 with respect to the xa axis, an angle of theHMD 1024 with respect to the ya axis, and an angle of the HMD 1024 withrespect to the za axis. Also, the game cloud system 116 determines fromintensities of the electrical signals that are output by the detectorsD1 through D6 an orientation of the HMD 1024 with respect to the xbybzbcoordinate system, which includes an angle of the HMD 1024 with respectto the xb axis, an angle of the HMD 1024 with respect to the yb axis,and an angle of the HMD 1024 with respect to the zb axis.

Moreover, the game cloud system 114 determines from the orientations ofthe HMD 1024 with respect to the reference coordinate systems xayaza andxbybzb, a position of the HMD 1024 from a reference coordinate, such asan origin, of the reference coordinate system xayaza and a position ofthe HMD 1024 from a reference coordinate, such as an origin, of thereference coordinate system xbybzb. For example, the game cloud system114 applies triangulation to determine the position of the HMD 1024based on the orientation of the HMD 1024 with respect to the referencecoordinate system xayaza and the orientation of the HMD 1024 withrespect to the reference coordinate system xbybzb. An example ofdetermining the position of the HMD 1024 with respect to the projector Aand the position of the HMD 1024 with respect to the projector B isprovided in U.S. patent application Ser. No. 15/472,193, now issued asU.S. Pat. No. 9,983,692, which is incorporated by reference herein inits entirety.

The game cloud system 114 determines from the orientation of the HMD1024 with respect to the reference coordinate system xayaza or thereference coordinate system xbybzb, and the position of the HMD 1024with respect to the reference coordinate systems xayaza and xbybzb tochange the state of the virtual scene. Also, the game cloud system 114determines from the images received from the camera 108 via thecomputing device 112 and the computer network 114 a position and anorientation of the HHC 102 with respect to the HMD 1024. The positionand the orientation of the HHC 102 with respect to a referencecoordinate system, such as an XYZ coordinate system, of the HMD 1024 areprocessed by the game cloud system 116 to change the state of thevirtual scene.

The game cloud system 116 generates one or more frames having the changein the state of the virtual scene and encodes the frames to outputencoded frames. The encoded frames are sent from the game cloud system116 via the computer network 114 to the computing device 112. Thecomputing device 112 decodes the encoded frames to output image framesand sends the image frames via the wired or wireless connection to theHMD 1024. The HMD 1024 applies a rendering program to the image framesreceived from the computing device 112 to display one or more images ofa virtual scene on a display screen of the HMD 1024.

In an embodiment, the HMD 1024 has another number, such as five or fouror ten, of detectors.

In one embodiment, multiple detectors are located on a headband of theHMD 1024 in addition to being located on the front region of the HMD1024.

FIG. 11 is a diagram of an embodiment of a system 1100 to illustratedead reckoning. The system 110 includes the HMD 104, the HHC 102 and thecomputing device 112. When the HHC 102 is outside the FOV 110 of thecamera 108 of the HMD 104, one or more inertial sensors, such as amagnetometer, an accelerator, and a gyroscope, of the HHC 102 generateinertial data, such as measurements of an acceleration of the HHC 102,measurements of a position of the HHC 102, measurements of an angularvelocity of the HHC 102, and measurements of an orientation of the HHC102 with respect to a coordinate system of the inertial sensors. Forexample, the gyroscope of the HHC 102 measures an angular velocity ofthe orientation of the HHC 102 with respect to a coordinate system ofthe gyroscope. The coordinate system of the gyroscope of the HHC 102 hasa spin axis. The coordinate system of the inertial sensors of the HHC102 is an example of a coordinate system of the real-world environment.The inertial data that is generated by the sensors of the HHC 102 is anexample of the input data that is generated by the HHC 102.

The HHC 102 includes a communication device that communicates the inputdata from the HHC 102 via a wired or wireless connection to thecomputing device 112. For example, a Wi-Fi™ communication device or aBluetooth™ communication device of the HHC 102 is coupled to theinertial sensors of the HHC 102 and communicates the input data receivedfrom the inertial sensors. The input data is communicated from theWi-Fi™ communication device or the Bluetooth™ communication device ofthe HHC 102 via the wireless connection to the computing device 112.

Also, the camera 108 sends one or more images captured by the camera 108within the FOV 110 to the computing device 112 via the wired or wirelessconnection. For example, the communication device of the HHC 102receives the images from the camera 108 and sends the images via thewireless connection to the computing device 112. The computing device112 sends or directs the images received from the camera 108 and sendsor directs the input data received from the HHC 102 via the computernetwork 114 to the game cloud system 116.

The game cloud system 116 determines from the images received from thecamera 108 of the HMD 104 whether a position and orientation of thecontroller 102 can be determined. For example, the game cloud system 116compares a shape of the HHC 102 with a pre-determined shape of ahand-held controller to determine whether there is a match between theshape of the HHC 102 and the pre-determined shape. Upon determining thatthe match does not occur, the game cloud system 116 determines that acurrent position and a current orientation of the HHC 102 with respectto the camera 108 cannot be determined from the images. Upon determiningthat the current position and current orientation of the HHC 102 cannotbe determined from the images, the game cloud system 116 determines thecurrent position and current orientation of the HHC 102 in thereal-world environment from the input data received from the HHC 102 andfrom a previously determined position and a previously determinedorientation of the HHC 102. As an example, the game cloud system 116determines the previously determined position from one or more imagescaptured by the camera 108 and received before the HHC 102 is outsidethe FOV 110. The game cloud system 116 further determines the currentposition of the HHC 102 from the acceleration of the HHC 102, thepreviously determined position, a previous time at which the images fordetermining the previously determined position are captured by thecamera 108, and a current time at which the input data for the currentposition of the HHC 102 is generated by the HHC 102. The HHC 102provides the current time at which the input data is generated via thecomputing device 112 and the computer network 114 to the game cloudsystem 116. The previous time at which the images for determining thepreviously determined position are captured by the camera 108 isreceived by the game cloud system 116 from the camera 108 via thecomputing device 112 and the computer network 114. As another example,the game cloud system 116 determines the previously determinedorientation from one or more images captured by the camera 108 andreceived before the HHC 102 is outside the FOV 110. The game cloudsystem further determines the current orientation of the HHC 102 fromthe angular velocity of the HHC 102, the previously determinedorientation, a previous time at which the images for determining thepreviously determined orientation are captured by the camera 108, and acurrent time at which the input data for determining the currentorientation of the HHC 102 is output by the HHC 102. The HHC 102 sendsthe current time at which the input data for determining the currentorientation of the HHC 102 is output. The current time is sent from theHHC 102 via the computing device 112 and the computer network 114 to thegame cloud system 116. The previous time at which the images fordetermining the previously determined orientation are captured by thecamera 108 is received from the camera 108 via the computing device 112and the computer network 114. Once the HHC 102 comes back in the FOV 110after being out of the FOV 110, the game cloud system 116 determines aposition and orientation of the HHC 102 with respect to the referencecoordinate system of the camera 108 from the images received from thecamera 108.

It should be noted that in one embodiment, a clock source within the HMD104 is synchronized with a clock source within the HHC 102. For example,the state of the virtual scene is generated by the game cloud system 116based on a position and orientation of the HHC 102 with respect to thecamera 108 at a time t1 and a position and orientation of the HMD 104with respect to the real-world environment at the same time t1. Examplesof a clock source include a digital clock source, such as a clockgenerator, a clock oscillator, and a processor. If there is a differencein timing between the clock sources of the HMD 104 and the HHC 102,there is an inaccuracy in determining the state based on the positionand orientation of the HMD 104 in the real-world environment and theposition and orientation of the HHC 102 with reference to the camera108. If the state is inaccurate, the virtual scene that is displayed onthe HMD 104 is inaccurate. As such, the clock source of the HMD 104 issynchronized with the clock source of the HHC 102.

In an embodiment, the clock source of the HMD 104 is synchronized withthe clock source of the HHC 102. For example, the clock source of theHMD 104 receives a clock signal via the computing device 112 from thecomputer network 114 and synchronizes the clock signal generated by theclock source of the HMD 104 with the clock signal received from thecomputer network 114. Similarly, the clock source of the HHC 102receives a clock signal via the computing device 112 from the computernetwork 114 and synchronizes the clock signal generated by the clocksource of the HHC 102 with the clock signal received from the computernetwork 114. As another example, the game cloud system 114 sends asynchronization signal indicating a high logic state or a low logicstate of a clock signal via the computer network 114 and the computingdevice 112 to both the HMD 104 and the HHC 102 to synchronize the clocksignal of the HMD 104 with the clock signal of the HHC 102.

In an embodiment, clock signals of the HMD 104, the HHC 102, and thegame cloud system 116 are synchronized. For example, the clock source ofthe HMD 104 receives a clock signal via the computing device 112 fromthe computer network 114 and synchronizes the clock signal generated bythe clock source of the HMD 104 with the clock signal received from thecomputer network 114. Similarly, the clock source of the HHC 102receives a clock signal via the computing device 112 from the computernetwork 114 and synchronizes the clock signal generated by the clocksource of the HHC 102 with the clock signal received from the computernetwork 114. Also, a clock source of the game cloud system 116 receivesa clock signal from the computer network 114 and synchronizes the clocksignal generated by the clock source of the game cloud system 116 withthe clock signal received from the computer network 114.

In an embodiment, the inertial data is measured by the inertial sensorsof the HHC 102 independent of whether the HHC 102 is within the FOV 110of the camera 108 of the HMD 104. For example, the inertial data ismeasured by the inertial sensors of the HHC 102 when the HHC 102 iswithin the FOV 110.

In one embodiment, the inertial data measured by the inertial sensors ofthe HMD 104 is sent to the computing device 112 via the wired orwireless connection. Also, the inertial data measured by the inertialsensors of the HHC 102 is sent to the computing device 112 via the wiredor wireless connection. The computing device 112 sends the inertial datareceived from the HMD 104 and the inertial data received from the HHC102 via the network 114 to the game cloud system 116. The game cloudsystem 116 determines from the inertial data measured by the HHC 102 andthe inertial data measured by the HMD 104 a position and an orientationof the HHC 102 with respect to the HMD 104. For example, the game cloudsystem 116 determines that an orientation of the HMD 104 with referenceto the y-axis of the real-world environment is an angle M1 and anorientation of the HHC 102 with respect to the y-axis of the real-worldenvironment is an angle N1. The game cloud system 116 determines that anorientation of the HHC 102 with respect to the Y-axis of the HMD 104 isa sum of the angles M1 and N1. As another example, the game cloud system116 determines that a position of the HMD 104 along the x-axis of thereal-world environment with reference to a reference co-ordinate of thereal-world environment is a position A1. The game cloud system 116further determines that a position of the HHC 104 along the x-axis ofthe real-world environment with reference to the reference co-ordinateof the real-world environment is a position B1. The game cloud system116 determines that a position of the HHC 102 with respect to theposition of the HMD 104 is a sum of the positions A1 and B1.

FIG. 12 is a diagram of an embodiment of a system 1200 to illustratestitching of image frames based on times at which images of the HHC 102are captured by different cameras 108, 1202A, and 1202B of an HMD 1204.The HMD 1204 is an example of the HMD 700 of FIG. 7A. The camera 1202Ais located on a portion of the front region 704 (FIG. 7A) and the camera1202B is located on another portion of the front region 704. Forexample, the camera 1202A is fitted to a right half portion of the frontregion 704 and the camera 1202B is fitted to a left half portion of thefront region 74. To further illustrate, the camera 1202A is closer tothe light source 707B (FIG. 7A) compared to the light source 707A andthe camera 1202B is closer to the light source 707A compared to thelight source 707B.

The camera 1202A has a FOV 1208A that faces to the right of the user 106and the camera 1202B has an FOV 1208B that faces to the left of the user106. Comparatively, the FOV 110 faces down towards the floor F. The user106 moves the HHC 102 from the position 2 that is within the FOV 110 toa position 4 that is outside the FOV 110 and within the FOV 1208A.

The camera 108 captures one or more images of the HHC 102 within the FOV110 and sends the images via the wired or wireless connection to thecomputing device 112. In addition, a clock source of the HMD 1204 iscoupled to the camera 108 to determine a time tx at which the camera1208A captures the images and sends the time tx via the wired orwireless connection to the computing device 112. The computing device112 sends the images of the HHC 102 within the FOV 110 and the time txvia the computer network 114 to the game cloud system 116.

Similarly, the camera 1202A captures one or more images of the HHC 102within the FOV 1208A and sends the images via a wired or wirelessconnection to the computing device 112. In addition, the clock source ofthe HMD 1204 is coupled to the camera 1202A to determine a time ty atwhich the camera 1202A captures the images and sends the time ty via thewired or wireless connection to the computing device 112. The computingdevice 112 sends the images of the HHC 102 within the FOV 1208A and thetime ty via the computer network 114 to the game cloud system 116.

The game cloud system 116 determines that the time ty is consecutive tothe time tx. For example, the game cloud system 116 determines that thetime tx precedes the time ty and that there are no other images capturedby the camera 108 and 1202A between the times tx and ty. The game cloudsystem 116 determines a position and orientation of the HHC 102 for thetime tx from the images received from the camera 108 and determines aposition and orientation of the HHC 102 for the time ty from the imagesreceived from the camera 1202A. The game cloud system 116 alsodetermines that the position and orientation of the HHC 102 cannot bedetermined from images output by the camera 108 at the time ty. The gamecloud system 116 generates an image frame X according to a change in thestate of the virtual scene that is determined from the position andorientation of the HHC 102 and the position and orientation aredetermined from the images captured by the camera 108. Also, the gamecloud system 116 generates an image frame Y according to a furtherchange in a state of the virtual scene that is determined from theposition and orientation of the HHC 102 and the position and orientationare determined from the images captured by the camera 1202A.

The game cloud system 116 stitches the image frame Y with the imageframe X based on the times tx and ty. For example, the game cloud system116 determines that the virtual scene is to change according to theimage frame X first and then according to the image frame Y. The gamecloud system 116 sends the image frames X and Y with a sequence in whichthe image frames are to be displayed on the HMD 1204 via the computernetwork 114 to the computing device 112. The image frame X is to bedisplayed at before the image frame Y is to be displayed. The computingdevice 112 sends the image frames X and Y via the wired or wirelessconnection to the HMD 1204. The HMD 1204 displays the image frame Xbefore displaying the image frame Y. In a similar manner, when the HHC102 is within the FOV 1208B and outside the FOVs 110 and 1208A, imagescaptured by the camera 1202B are used by the game cloud system 116 todetermine a position and orientation of the HHC 102 to further change astate of the virtual scene.

It should be noted that the functions described herein as beingperformed by the game cloud system 114 are performed by the one or moreservers or one or more processors of the one or more servers of the gamecloud system 114. Similarly, it should be noted that the functionsdescribed herein as being performed by the computing device 112 areperformed by the one or more processors of the computing device 112.

In one embodiment, one or more functions described herein as performedby the game cloud system 116 are instead performed by the computingdevice 112.

In an embodiment, images captured by two or more of the cameras 752A,108, 752B (FIG. 7C), 754A, 754B, and 754C (FIG. 7D) are stitchedtogether by the game cloud system 116 in a manner similar to thatdescribed above with reference to the cameras 1202A and 108 to changethe state of the virtual scene.

FIG. 13 is an isometric view of an HMD 1300, which is an example of theHMD 104 (FIG. 1A). The HMD 1300 includes bands 1302 and 1304 that go tothe back of the head of the user 106 when worn by the user 106 (FIG.1A). Moreover, the HMD 1300 includes earphones 1306A and 1306B, e.g.,speakers, etc., that emanate sound associated with an interactiveenvironment, e.g., a game environment, the virtual scene, an object inthe virtual scene, an interactive tour environment, etc., that ispresented by execution of the application, e.g., a game program, aninteractive environment generation program, etc. The HMD 1300 includeslenses 1308A and 1308B that allow the user 106 to view the interactiveenvironment that is displayed on a display screen of the HMD 1300. Agroove 1380 rests on a nose of the user 106 to support the HMD 1300 onthe nose.

In some embodiments, the HMD 1300 is worn by the user 106 in a mannersimilar to which sunglasses, glasses, or reading glasses are worn by theuser 106.

FIG. 14 illustrates a system for interactive game play of a video game,in accordance with an embodiment described in the present disclosure.The user 106 is shown wearing the HMD 104. The HMD 104 is worn in amanner similar to glasses, goggles, or a helmet, and is configured todisplay a video game or other content to the user 106. The HMD 104provides an immersive experience to the user 106 by virtue of itsprovision of display mechanisms (e.g., optics and display screens) inclose proximity to the user's eyes and the format of content that isdelivered to the HMD 104. In one example, the HMD 104 provides displayregions to each of the eyes of the user 106 and the display regionsoccupy large portions or even the entirety of a field-of-view of theeyes of the user 106. As another example, the user 106 feels as ifhe/she is in, e.g., is a part of, etc., an interactive environment thatis displayed on the HMD 104.

In one embodiment, the HMD 104 is connected to a computer 1402, which isan example of the computing device 112 (FIG. 1A). The connection to thecomputer 1402 is wired or wireless. The computer 1402, in oneembodiment, is any general or special purpose computer, including butnot limited to, a game console, a personal computer, a laptop, a tablet,a mobile device, a smart phone, a tablet, a thin client, a set-top box,a media streaming device, a smart television, etc. In some embodiments,the HMD 104 connects directly to the Internet, which may allow for cloudgaming without the need for a separate local computer. For example,functionality of the computer 1402 are integrated into one or moreprocessors of the HMD 104. In one embodiment, the computer 1402 executesa video game (and other digital content), and outputs video and audiodata from the video game for rendering by the HMD 104.

The computer 1402, in one embodiment, is a local or remote computer, andthe computer 1402 runs emulation software. In a cloud gaming embodiment,the computer 1402 is remote, such as within the game cloud system 116,and is represented by a plurality of computing services that areimplemented in data centers, where game systems/logic is employed anddistributed to the user 106 over the computer network 114.

The user 106 operates the HHC 102 to provide the input data for aninteractive environment. In one example, a camera C1 captures images ofthe real-world environment in which the user 106 is located. The cameraC1 is an example of the camera 118 (FIG. 1A). These captured images areanalyzed to determine a location and movements of the user 106, the HMD104, and the HHC 102. In one embodiment, the HHC 102 includes a light,or lights, which are tracked to determine its location and orientation.Additionally, in one embodiment, the HMD 104 includes one or morelights, which are tracked as markers to determine the location andorientation of the HMD 104 in substantial real-time during a display ofan interactive environment.

The camera C1, in one embodiment, includes one or more microphones of amicrophone array to capture sound from the real-world space. Soundcaptured by the microphone array of the camera C1 is processed toidentify the location of a sound source. Sound from an identifiedlocation is selectively utilized or processed to exclusion of othersounds not from the identified location. Furthermore, in one embodiment,the camera C1 includes multiple image capture devices, e.g.,stereoscopic pair of cameras, an infrared (IR) camera, a depth camera,and combinations thereof.

In some embodiments, the computer 1402 executes games locally on aprocessing hardware, such as one or more processors, of the computer1402. The games or content is obtained in any form, such as physicalmedia form (e.g., digital discs, tapes, cards, thumb drives, solid statechips or cards, etc.) or by way of download from the computer network114. In an embodiment, the computer 1402 functions as a client incommunication over the computer network 114 with the game cloud system116. The game cloud system 116 maintains and executes the video gamebeing played by the user 106. The computer 1402 transmits the input datareceived from the HMD 104 and the HHC 102, and/or images received fromthe camera C1, to the game cloud system 116, which processes the inputdata and the images to affect a game state of the virtual scene. Anoutput from executing the video game, such as video data, audio data,and haptic feedback data, is transmitted to the computer 1402. Thecomputer 1402 further processes the data before transmission or directlytransmits the data to the relevant devices. For example, video and audiostreams are provided to the HMD 104, whereas a vibration feedbackcommand is provided to the HHC 102.

In one embodiment, the HMD 104, the HHC 102, and the camera C1, arenetworked devices that connect to the computer network 114 tocommunicate with the game cloud system 116. For example, the computer1402 is a local network device, such as a router, that does nototherwise perform video game processing, but facilitates passage, suchas sending and receiving, of network traffic. The connections to thecomputer network 114 by the HMD 104, the HHC 102, and camera C1 arewired or wireless. In some embodiments, content that is displayed on theHMD 104 or displayed on a display device 1414, e.g., a television, aliquid crystal display (LCD) display device, a light emitting diode(LED) display device, a plasma display device, a computer monitor, etc.,is obtained from any of content sources 1416. Example content sourcesinclude, for instance, internet websites that provide downloadablecontent and/or streaming content. In some examples, the content includesany type of multimedia content, such as movies, games, static/dynamiccontent, pictures, social media content, social media websites,interactive tour content, cartoon content, etc.

In one embodiment, the user 106 is playing a game on the HMD 104, wheresuch content is immersive three-dimensional interactive content. Thecontent on the HMD 104, while the user 106 is playing, is shared to thedisplay device 1414. In one embodiment, the content shared to thedisplay device 1414 allows other users proximate to the user 106 orremote to watch along with game play of the user 106. In still furtherembodiments, another player viewing the game play of the user 106 on thedisplay device 1414 participates interactively with the user 106. Forexample, a user viewing the game play on the display device 1414controls characters in the game scene, provides feedback, providessocial interaction, and/or provides comments (via text, via voice, viaactions, via gestures, etc.) which enables the user who is not wearingthe HMD 104 to socially interact with the user 106.

In one embodiment, the computer 1402, as referred to herein, includes apersonal computer, or a game console, or a tablet computer, or a smartphone, or a set-top box, or a kiosk, or a wireless device, or a digitalpad, or a stand-alone device, or a handheld game playing device, etc. Inan embodiment, the computer 1402 receives encoded video streams, decodesthe video streams, and presents the resulting video to the user 106,e.g., a player of a game. The process of receiving encoded video streamsand/or decoding the video streams typically includes storing individualvideo frames in a receive buffer of the computer 1402. The video streamsare presented to the user 106 on a display integral to the computer 1402or on a separate device such as a monitor or television or an HMD.

The computer 1402, in one embodiment, supports more than one gameplayer. For example, a game console supports two, three, four or moresimultaneous players (e.g., P1, P2, . . . Pn). Each of these playersreceives or shares a video stream, or a single video stream includesregions of a frame generated specifically for each player, e.g.,generated based on each player's point of view. Any number of computersare local (e.g., co-located) or are geographically dispersed. The numberof computers included in a game system varies widely from one or two tothousands, tens of thousands, or more. As used herein, the term “gameplayer” is used to refer to a person that plays a game and the term“game playing device” is used to refer to a device used to play a game.

In some embodiments, the game playing device refers to a plurality ofcomputing devices that cooperate to deliver a game experience to a user.For example, a game console and an HMD cooperate with a video serversystem to deliver a game viewed through the HMD. As another example, thegame console receives a video stream from the video server system andthe game console forwards the video stream, or updates to the videostream, to an HMD and/or television for rendering.

Still further, an HMD is used for viewing and/or interacting with anytype of content produced or used, such as, for example, video gamecontent, movie content, video clip content, web content, advertisementcontent, contest content, gambling game content, conference call/meetingcontent, social media content (e.g., posting, messages, media streams,friend events and/or game play), video portions and/or audio content,and content made for consumption from sources over the internet viabrowsers and applications and any type of streaming content. Of course,the foregoing listing of content is not limiting, as any type of contentis rendered so long as it is viewed in the HMD or rendered to a screenor screen of the HMD.

In an embodiment, computers further include systems that modify receivedvideo. For example, a computer performs further rendering, to overlayone video image on another video image, to crop a video image, and/orthe like. As another example, computers receive various types of videoframes, such as I-frames, P-frames and B-frames, and to process theseframes into images for display to a user. In some embodiments, a part ofa computer performs further rendering, shading, conversion to 3-D,conversion to two-dimensional (2D) image, distortion removal, sizing, orlike operations on a video stream. In an embodiment, a part of acomputer is receives more than one audio or video stream.

Input devices of computers includes, for example, a one-hand gamecontroller, or a two-hand game controller, or a gesture recognitionsystem, or a gaze recognition system, or a voice recognition system, ora keyboard, or a joystick, or a pointing device, or a force feedbackdevice, or a motion and/or location sensing device, or a mouse, or atouch screen, or a neural interface, or a camera, or a combination oftwo or more thereof, etc.

A video source includes rendering logic, e.g., hardware, firmware,and/or software stored on a computer-readable medium such as storage.This rendering logic creates video frames of the video stream based onthe game state. All or part of the rendering logic is optionallydisposed within one or more graphics processing unit (GPU). Renderinglogic includes processing stages for determining three-dimensionalspatial relationships between objects and/or for applying appropriatetextures, etc., based on the game state and viewpoint. The renderinglogic produces raw video that is encoded. For example, the raw video isencoded according to an Adobe Flash® standard, HTML-5, .wav, H.264,H.263, On2, VP6, VC-1, WMA, Huffyuv, Lagarith, MPG-x, Xvid, FFmpeg,x264, VP6-8, realvideo, mp3, or the like. The encoding process producesa video stream that is optionally packaged for delivery to a decoder ona device. The video stream is characterized by a frame size and a framerate. Typical frame sizes include 800×600 pixels, 1280×720 pixels,1024×768 pixels, 1080 pixels, although any other frame sizes may beused. The frame rate is the number of video frames per second. In oneembodiment, a video stream includes different types of video frames. Forexample, the H.264 standard includes a “P” frame and a “I” frame.I-frames include information to refresh all macro blocks/pixels on adisplay device, while P-frames include information to refresh a subsetthereof. P-frames are typically smaller in data size than are I-frames.As used herein the term “frame size” is meant to refer to a number ofpixels within a frame. The term “frame data size” is used to refer to anumber of bytes required to store the frame.

In some embodiments, a computer is a general purpose computer, a specialpurpose computer, a game console, a personal computer, a laptopcomputer, a tablet computer, a mobile computing device, a portablegaming device, a cellular phone, a set-top box, a streaming mediainterface/device, a smart television or networked display, or any othercomputing device capable of being configured to fulfill thefunctionality of a computer as defined herein. In one embodiment, acloud gaming server is configured to detect a type of a computer, whichis being utilized by the user 106, and provide a cloud-gaming experienceappropriate to the user's computer. For example, image settings, audiosettings and other types of settings are optimized for the user'scomputer.

FIG. 15 illustrates a head-mounted display (HMD) 1500, in accordancewith an embodiment described in the present disclosure. The HMD 1500 isan example of the HMD 104 (FIG. 1A) and has a length 1504 that extendsfrom one end of a front face 1506 of the HMD 1500 to an opposite end ofthe front face 1506 of the HMD 1500. The front face 1506 is an exampleof the front region 704 (FIG. 7A). As shown, the HMD 1500 includes aplurality of light sources 1502A-H, J and K (e.g., where 1502K and 1502Jare located toward the rear or backside of the HMD headband). Each ofthese lights has specific shapes and/or positions, and is has the sameor different colors. The lights 1502A, 1502B, 1502C, and 1502D arearranged on a front surface of the HMD 1500. The lights 1502E and 1502Fare arranged on a side surface of the HMD 1500. And the lights 1502G and1502H are arranged at corners of the HMD 1500, so as to span the frontsurface and a side surface of the HMD 1500. It will be appreciated thatthe lights are identified in captured images of an interactiveenvironment in which the user 106 uses the HMD 1500.

Based on identification and tracking of the lights of the HMD 1500, thelocation and orientation of the HMD 1500 in the interactive environmentis determined. It will further be appreciated that some of the lightsare or are not visible depending upon the particular orientation of theHMD 1500 relative to an image capture device, e.g., a camera, a digitalcamera, a depth camera, an infrared camera, etc. Also, differentportions of lights (e.g. lights 1502G and 1502H) are exposed for imagecapture depending upon the orientation of the HMD 1500 relative to theimage capture device. In some embodiments, inertial sensors are disposedin the HMD 1500, which provide feedback regarding positioning, withoutthe need for lights. In some embodiments, the lights and inertialsensors of the HMD 1500 work together, to enable mixing and selection ofposition/motion data.

In one embodiment, the lights of the HMD 1500 are configured to indicatea current status of the HMD 1500 to others users in the real space. Forexample, some or all of the lights have a color arrangement, anintensity arrangement, blink, have an on/off configuration, or otherarrangement indicating a current status of the HMD 1500. By way ofexample, the lights of the HMD 1500 display different configurationsduring active game play of a video game (generally game play occurringduring an active timeline or within a scene of the game) versus othernon-active game play aspects of a video game, such as navigating menuinterfaces or configuring game settings (during which the game timelineor scene is inactive or paused).

In an embodiment, the lights indicate relative intensity levels of gameplay. For example, the intensity of lights, or a rate of blinking,increases when the intensity of game play increases.

The HMD 1500, in one embodiment, additionally includes one or moremicrophones. In the illustrated embodiment, the HMD 1500 includesmicrophones 1504A and 1504B located on the front surface of the HMD1500, and a microphone located on a side surface of the HMD 1500. Byutilizing an array of microphones, sound from each of the microphones isprocessed to determine a location of the sound's source. Thisinformation is utilized in various ways, including exclusion of unwantedsound sources, association of a sound source with a visualidentification, etc.

The HMD 1500 includes one or more image capture devices, such ascameras. In the illustrated embodiment, the HMD 1500 is shown to includeimage capture devices 1506A and 1506B. In an embodiment, by utilizing astereoscopic pair of image capture devices, 3D images and video of areal-world environment in front of the HMD 1500 is captured from theperspective of the HMD 1500. Such video is presented to the user 106 toprovide the user with a “video see-through” ability while wearing theHMD 1500. That is, though the user 106 cannot see through the HMD 1500in a strict sense, the video captured by the image capture devices 1506Aand 1506B nonetheless provides a functional equivalent of being able tosee the real-world environment external to the HMD 1500 as if lookingthrough the HMD 1500.

Such video, in one embodiment, is augmented with interactive elements toprovide an augmented reality experience, or is combined or blended withinteractive elements in other ways. Though in the illustratedembodiment, two cameras are shown on the front surface of the HMD 1500,it will be appreciated that there may be any number of externally facingcameras or a single camera is installed on the HMD 1500, and oriented inany direction. For example, in another embodiment, there may be camerasmounted on the sides of the HMD 1500 to provide additional panoramicimage capture of the environment.

FIG. 16 illustrates one example of game play using the computer 1402that is capable of generating and providing video game content to theHMD 104 worn by the user 106 for rendering on the HMD 104. In thisillustration, a state of a virtual object, e.g., game content, etc.,provided to the HMD 104 is in a rich interactive 3-D space. As discussedabove, a state of an interactive object is downloaded to the computer1402 or is executed in one embodiment by the game cloud system 116. Thegame cloud system 116 includes a database of user identifiers 1604 ofusers, who are allowed to access particular games 1630, shareexperiences with other friends, post comments, and manage their accountinformation.

The game cloud system 116 stores game data 1606 for specific useridentifiers, and the game data 1606 is usable during game play, forfuture game play, for sharing to a social media network, or used forstoring trophies, awards, status, ranking, etc. Social data 1608 ismanaged by the game cloud system 116. In one embodiment, the social data1608 is managed by a separate social media network, which is interfacedwith the game cloud system 116 over the computer network 114. Over thecomputer network 114, any number of computers 1610, including thecomputer 1402, is connected for access to the content and interactionwith other users.

Continuing with the example of FIG. 16, the three-dimensionalinteractive scene viewed in the HMD 104 includes game play, such as thecharacters illustrated in a 3-D view, or another interactiveenvironment. One character, e.g. P1, etc., is controlled by the user 106that is wearing the HMD 104. This example shows a basketball scenebetween two players, where a character, such as an avatar, controlled bythe HMD user 106 is dunking a ball on another character in the 3-D view.The other character is an AI (artificial intelligence) character of thegame, or is controlled by another player or players (Pn). A camera 1612is shown positioned over a display screen in the room, however, for HMDuse. In one embodiment, the camera 1612 is placed in any location thatcaptures images of the HMD 104. The camera 1612 is an example of thecamera C1 (FIG. 14). As such, the user 106 is shown turned at about 90degrees from the camera 1612. A display device 1613 displays contentrendered in the HMD 104 and a scene within the display device 1613 isdependent on a direction that the HMD 104 is positioned, from theperspective of the camera 1612. Of course, during HMD use, the user 106is moving about, turning his head, looking in various directions, as isneeded to take advantage of the dynamic interactive scenes rendered bythe HMD 104.

With reference to FIG. 17, a diagram is shown illustrating examplecomponents of an HMD 1700, in accordance with an embodiment described inthe present disclosure. The HMD 1700 is an example of the HMD 104(FIG. 1) or the HMD 602 (FIG. 6) or the HMD 700 (FIGS. 7A and 7B), orthe HMD 800 (FIG. 8A), or the HMD 820 (FIG. 8B), or the HMD 822 (FIG.8C), or the HMD 824 (FIG. 8D), or the HMD 826 (FIG. 8E), or the HMD 902(FIG. 9A), or the HMD 904 (FIG. 9B), or the HMD 906 (FIG. 9C), or theHMD 1002 (FIG. 10A), or the HMD 1024 (FIG. 10B), or the HMD 1204 (FIG.12), or the HMD 1300 (FIG. 13), or the HMD 1500 (FIG. 15). It should beunderstood that in one embodiment, more or less components are includedor excluded from the HMD 1700, depending on the configuration andfunctions enabled. The HMD 1700 includes a processor 1702 for executingprogram instructions. A memory 1704 is provided for storage purposes,and in one embodiment, includes both volatile and non-volatile memory. Adisplay 1706 is included which provides a visual interface that the user106 views. Examples of the display 1706 include one or more displaydevices having one or more display screens.

The display 1706 is defined by one single display, or in the form of aseparate display screen for each eye. When two display screens areprovided, it is possible to provide left-eye and right-eye video contentseparately. Separate presentation of video content to each eye, forexample, provides for better immersive control of 3D content. Asdescribed herein, in one embodiment, the second screen is provided withsecond screen content of the HMD 1700 by using the output for one eye,and then formatting the content for display in a 2D format. The one eye,in one embodiment, is the left-eye video feed, but in other embodiments,is the right-eye video feed.

A battery 1708 is provided as a power source for the components of theHMD 1700. In other embodiments, the power source includes an outletconnection to power. In other embodiments, an outlet connection to powerand the battery 1708 are provided. A motion detection module 1710includes any of various kinds of motion sensitive hardware, such as amagnetometer 1712, an accelerometer 1714, and a gyroscope 1716.

An accelerometer, as described herein, is a device for measuringacceleration and gravity induced reaction forces. Single and multipleaxis (e.g., six-axis) models are able to detect magnitude and directionof the acceleration in different directions. The accelerometer is usedto sense inclination, vibration, and shock. In one embodiment, threeaccelerometers are used to provide the direction of gravity, which givesan absolute reference for two angles (world-space pitch and world-spaceroll).

A magnetometer, as described herein, measures the strength and directionof a magnetic field in the vicinity of an HMD. In one embodiment, threemagnetometers are used within an HMD, ensuring an absolute reference forthe world-space yaw angle. In one embodiment, the magnetometer isdesigned to span the earth magnetic field, which is ±80 microtesla.Magnetometers are affected by metal, and provide a yaw measurement thatis monotonic with actual yaw. The magnetic field is warped due to metalin the environment, which causes a warp in the yaw measurement. Ifnecessary, this warp is calibrated using information from other sensorssuch as the gyroscope or the camera. In one embodiment, theaccelerometer 1714 is used together with magnetometer 1712 to obtain aninclination and azimuth of the HMD 1700.

A gyroscope, as used herein, is a device for measuring or maintainingorientation, based on the principles of angular momentum. In oneembodiment, three gyroscopes provide information about movement acrossthe respective axis (x, y and z) based on inertial sensing. Thegyroscopes help in detecting fast rotations. However, the gyroscopesdrift overtime without the existence of an absolute reference. To reducethe drift, the gyroscopes are reset periodically, which is done usingother available information, such as positional/orientationdetermination based on visual tracking of an object, accelerometer,magnetometer, etc.

A camera 1718 is provided for capturing images and image streams of thereal-world environment. The camera 1718 is an example of the camera 108of the HMD 104, or of the camera 604A of the HMD 602 (FIG. 6), or of thecamera 604B of the HMD 602, or of the camera 710 of the HMD 700 (FIG.7A), or of the camera 752A (FIG. 7C), or of the camera 752B (FIG. 7C),or of the camera 754A (FIG. 7D), or of the camera 754B (FIG. 7D), or ofthe camera 754C (FIG. 7D). In one embodiment, more than one camera(optionally) is included in the HMD 1700, including a camera that isrear-facing, e.g., externally facing (directed away from the user 106when the user 106 is viewing the display of the HMD 1700), etc., and acamera that is front-facing (directed towards the user 106 when the useris viewing the display of the HMD 1700). Additionally, in an embodiment,a depth camera 1720 is included in the HMD 1700 for sensing depthinformation of objects in the real-world environment. The depth camera1720 is an externally facing camera. The depth camera 1720 is anotherexample of the camera 108 of the HMD 104, or of the camera 604A of theHMD 602 (FIG. 6), or of the camera 604B of the HMD 602, or of the camera710 of the HMD 700 (FIG. 7), or of the camera 752A (FIG. 7C), or of thecamera 752B (FIG. 7C), or of the camera 754A (FIG. 7D), or of the camera754B (FIG. 7D), or of the camera 754C (FIG. 7D).

The HMD 1700 includes speakers 1722 for providing audio output. Also, inone embodiment, a microphone 1724 is included for capturing audio fromthe real-world space, including sounds from an ambient environment,speech made by the user 106, etc. In an embodiment, the HMD 1700includes a tactile feedback module 1726, e.g., haptic feedback device,etc., for providing tactile feedback to the user 106. In one embodiment,the tactile feedback module 1726 is capable of causing movement and/orvibration of the HMD 1700 so as to provide tactile feedback to the user106.

LEDs 1730 are provided as visual indicators of status of the HMD 1700.For example, an LED indicates battery level, power on, etc. A cardreader 1732 is provided to enable the HMD 1700 to read and writeinformation to and from a memory card. A USB interface 1734 is includedas one example of an interface for enabling connection of peripheraldevices, or connection to other devices, such as other portable devices,computers, etc. In various embodiments of the HMD 1700, any of variouskinds of interfaces may be included to enable greater connectivity ofthe HMD 1700.

In an embodiment, a Wi-Fi™ module 1736 is included for enablingconnection to the computer network 114 or to the computing device 112via wireless networking technologies. Also, in one embodiment, the HMD1700 includes a Bluetooth™ module 1738 for enabling wireless connectionto other devices, e.g., a game console, the computing device 112, etc. Acommunications link 1740 is included for connection to other devices. Inone embodiment, the communications link 1740 utilizes infraredtransmission for wireless communication. In other embodiments, thecommunications link 1740 utilizes any of various wireless or wiredtransmission protocols for communication with other devices.

Input buttons/sensors 1742 are included to provide an input interfacefor the user 106. Any of various kinds of input interfaces may beincluded, such as buttons, etc. In one embodiment, an ultra-soniccommunication module 1744 is included in HMD 1700 for facilitatingcommunication with other devices via ultra-sonic technologies.

In an embodiment, bio-sensors 1746 are included to enable detection ofphysiological data, e.g., the biometric information, etc., from the user106. In one embodiment, the bio-sensors 1746 include one or more dryelectrodes for detecting bio-electric signals of the user 106 throughthe user's skin, voice detection, eye retina detection to identifyusers/profiles, etc.

One or more processors, such as the processor 1702, of the HMD 1700 arecoupled to the memory 1704, the display 1706, the battery 1708, themotion detection module 1710, the camera 1718, the depth camera 1720,the speakers 1722, the microphone 1724, the tactile feedback module1726, the LEDs 1730, the card reader 1732, the USB interface 1734, theWi-Fi™ module 1736, the Bluetooth™ module 1738, the communication link1740, the input buttons/sensors 1742, the ultra-sonic communicationmodule 1744, and the bio-sensors 1746.

The foregoing components of HMD 1700 have been described as merelyexemplary components that may be included in HMD 1700. In variousembodiments described in the present disclosure, the HMD 1700 may or maynot include some of the various aforementioned components. Embodimentsof the HMD 1700 may additionally include other components not presentlydescribed, but known in the art, for purposes of facilitating aspects ofthe present invention as herein described.

In an embodiment, the HMD 1700 includes a wireless access card (WAC),such as a network interface controller (NIC) or a network interfacecard, to communicate with the computer network 114.

FIG. 18 illustrates an embodiment of an Information Service Providerarchitecture. Information Service Providers (ISP) 1802 delivers amultitude of information services to users 1800-1, 1800-2, 1800-3,1800-4, etc., geographically dispersed and connected via the network114. In one embodiment, an ISP delivers one type of service, such asstock price updates, or a variety of services such as broadcast media,news, sports, gaming, etc. Additionally, the services offered by eachISP are dynamic, that is, services are added or taken away at any pointin time. Thus, the ISP providing a particular type of service to aparticular individual changes over time. For example, the user 106 isserved by an ISP in near proximity to the user 106 while the user 106 isin her home town, and the user 106 is served by a different ISP when theuser 106 travels to a different city. The home-town ISP will transferinformation and data to the new ISP, such that information regarding theuser 106 “follows” the user 106 to the new city making the data closerto the user 106 and easier to access. In another embodiment, amaster-server relationship is established between a master ISP, whichmanages the information for the user 106, and a server ISP thatinterfaces directly with the user 106 under control from the master ISP.In another embodiment, the data is transferred from one ISP to anotherISP as a computer moves around the world to make the ISP in betterposition to service the user 106 be the one that delivers theseservices.

ISP 1802 includes an application service provider (ASP) 1806, whichprovides computer-based services to customers over the network 114.Software offered using an ASP model is also sometimes called on-demandsoftware or software as a service (SaaS). A simple form of providingaccess to a particular application program (such as customerrelationship management) is by using a standard protocol such ashypertext transfer protocol (HTTP). The application software resides onthe vendor's system and is accessed by users through a web browser usinghypertext markup language (HTML), by special purpose client softwareprovided by the vendor, or other remote interface such as a thin client.

Services delivered over a wide geographical area often use cloudcomputing. Cloud computing is a style of computing in which dynamicallyscalable resources are provided as a service over the network 114. Usersdo not need to be an expert in the technology infrastructure in the“cloud” that supports them. In one embodiment, cloud computing aredivided in different services, such as Infrastructure as a Service(IaaS), Platform as a Service (PaaS), and Software as a Service (SaaS).Cloud computing services often provide common business applicationsonline that are accessed from a web browser, while the software and dataare stored on the servers. The term cloud is used as a metaphor for theInternet (e.g., using servers, storage and logic), based on how theInternet is depicted in computer network diagrams and is an abstractionfor the complex infrastructure it conceals.

Further, ISP 1802 includes a game processing server (GPS) 1808, which isused by game computers to play single and multiplayer video games. Mostvideo games played over the Internet operate via a connection to a gameserver. Typically, games use a dedicated server application thatcollects data from players and distributes it to other players. This ismore efficient and effective than a peer-to-peer arrangement, but itrequires a separate server to host the server application. In anotherembodiment, the GPS 1808 establishes communication between the playersand their respective game-playing devices exchange information withoutrelying on the centralized GPS 1808.

Dedicated GPSs are servers which run independently of a computer. Suchservers are usually run on dedicated hardware located in data centers,providing more bandwidth and dedicated processing power. Dedicatedservers are the preferred method of hosting game servers for mostPC-based multiplayer games. Massively multiplayer online games run ondedicated servers usually hosted by the software company that owns thegame title, allowing them to control and update content.

A broadcast processing server (BPS) 1810 distributes audio or videosignals to an audience. Broadcasting to a very narrow range of audienceis sometimes called narrowcasting. The final leg of broadcastdistribution is how the signal gets to the listener or viewer, and itmay come over the air as with a radio station or TV station to anantenna and receiver, or may come through cable TV or cable radio (or“wireless cable”) via the station or directly from a network. TheInternet may also bring either radio or TV to the recipient, especiallywith multicasting allowing the signal and bandwidth to be shared.Historically, broadcasts have been delimited by a geographic region,such as national broadcasts or regional broadcast. However, with theproliferation of fast internet, broadcasts are not defined bygeographies as the content reaches almost any country in the world.

A storage service provider (SSP) 1812 provides computer storage spaceand related management services. SSPs also offer periodic backup andarchiving. By offering storage as a service, users orders more storageas needed. Another major advantage is that SSPs include backup servicesand users will not lose all their data if their computers' hard drivesfail. Further, in an embodiment, a plurality of SSPs have total orpartial copies of the user data, allowing users to access data in anefficient way independently of where the user is located or the devicebeing used to access the data. For example, the user 106 accessespersonal files in a home computer, as well as in a mobile phone whilethe user 106 is on the move.

A communications provider 1814 provides connectivity to users. One kindof communications provider is an Internet Service Provider (ISP) whichoffers access to the Internet. The ISP connects its customers using adata transmission technology appropriate for delivering InternetProtocol datagrams, such as dial-up, digital subscriber line (DSL),cable modem, fiber, wireless or dedicated high-speed interconnects. TheCommunications Provider also provides messaging services, such ase-mail, instant messaging, and short message service (SMS) texting.Another type of communications provider is a Network Service provider(NSP), which sells bandwidth or network access by providing directbackbone access to the Internet. Network service providers, in oneembodiment, include telecommunications companies, data carriers,wireless communications providers, Internet service providers, cabletelevision operators offering high-speed Internet access, etc.

A data exchange 1804 interconnects the several modules inside ISP 1802and connects these modules to users 1600 via the network 114. The dataexchange 1804 covers a small area where all the modules of ISP 1802 arein close proximity, or covers a large geographic area when the differentmodules are geographically dispersed. For example, the data exchange1688 includes a fast Gigabit Ethernet (or faster) within a cabinet of adata center, or an intercontinental interactive area network (VLAN).

Each user 1800-1, 1800-2, 1800-3, and 1800-4 accesses the remoteservices with a client device 1820, which includes at least a CPU, adisplay and input/output interface (I/O). In one embodiment, a clientdevice is a personal computer (PC), a mobile phone, a netbook, tablet,gaming system, a personal digital assistant (PDA), an HMD, a computingdevice, a combination of the HMD and the computing device, etc. In oneembodiment, the ISP 1802 recognizes a type of client device and adjuststhe communication method employed. In other cases, client devices use astandard communications method, such as HTML, to access the ISP 1802.

With reference to FIG. 19, a diagram is shown illustrating examplecomponents of an HHC 1900, in accordance with an embodiment described inthe present disclosure. The HHC 1900 is an example of the HHC 102 (FIG.1A) or the HHC 500 (FIG. 5A). It should be understood that in oneembodiment, more or less components are included or excluded from theHHC 1900, depending on the configuration and functions enabled. The HHC1900 includes a processor 1902 for executing program instructions. Amemory 1904 is provided for storage purposes, and in one embodiment,includes both volatile and non-volatile memory. A display 1906 isincluded which provides a visual interface that the user 106 views.

A battery 1908 is provided as a power source for the HHC 1900. In otherembodiments, the power source includes an outlet connection to power. Inother embodiments, an outlet connection to power and the battery 1908are provided. A motion detection module 1910 includes any of variouskinds of motion sensitive hardware, such as a magnetometer 1912, anaccelerometer 1914, and a gyroscope 1916.

A magnetometer measures the strength and direction of the magnetic fieldin the vicinity of an HHC. In one embodiment, three magnetometers areused within an HHC, ensuring an absolute reference for the world-spaceyaw angle. In one embodiment, accelerometer 1914 is used together withmagnetometer 1912 to obtain an inclination and azimuth of the HHC 1900.

A camera 1918 is provided for capturing images and image streams of thereal-world environment surrounding the HHC 1900. For example, the camera1918 captures images of the HMD 104 (FIG. 1A) or of any other HMDs, suchas the HMD 700 (FIG. 7A), described herein. In one embodiment, more thanone camera (optionally) is included in the HHC 1900, including a camerathat is externally facing (directed away from the HHC 1900).Additionally, in an embodiment, a depth camera 1920 is included in theHHC 1900 for sensing depth information of objects in the real-worldenvironment. The depth camera 1920 is an externally facing camera. Forexample, the depth camera 1920 captures images of the HMD 104 (FIG. 1A)or of any other HMDs, such as the HMD 700 (FIG. 7A), described herein.

The HHC 1900 includes speakers 1922 for providing audio output. Also, inone embodiment, a microphone 1924 is included for capturing audio fromthe real-world space, including sounds from an ambient environment,speech made by the user 106, etc. In an embodiment, the HHC 1900includes tactile feedback module 1926, e.g., haptic feedback device,etc., for providing tactile feedback to the user 106. In one embodiment,the tactile feedback module 1926 is capable of causing movement and/orvibration of the HHC 1900 so as to provide tactile feedback to the user106.

LEDs 1930 are provided as visual indicators of status of the HHC 1900.For example, an LED indicates battery level, power on, etc. A USBinterface 1934 is included as one example of an interface for enablingconnection of peripheral devices, or connection to other devices, suchas other portable devices, computers, etc. In various embodiments of theHHC 1900, any of various kinds of interfaces may be included to enablegreater connectivity of the HHC 1900.

In an embodiment, a Wi-Fi™ module 1936 is included for enablingconnection to the computing device 112 via wireless networkingtechnologies to connect to the computer network 114 via the computingdevice 112. Also, in one embodiment, the HHC 1900 includes a Bluetooth™module 1938 for enabling wireless connection to other devices, e.g., thecomputing device 112, etc. A communications link 1940 is included forconnection to other devices, such as the HMD 104 or any other HMDsdescribed herein. In one embodiment, the communications link 1940utilizes infrared transmission for wireless communication. In otherembodiments, the communications link 1940 utilizes any of variouswireless or wired transmission protocols for communication with otherdevices.

Input buttons/sensors 1942 are included to provide an input interfacefor the user 106. Any of various kinds of input interfaces may beincluded, such as buttons, capacitive devices, touchpad, joystick,trackball, etc. In one embodiment, an ultra-sonic communication module1944 is included in HHC 1900 for facilitating communication with otherdevices via ultra-sonic technologies.

In an embodiment, bio-sensors 1946 are included to enable detection ofphysiological data, e.g., the biometric information, etc., from the user106. In one embodiment, the bio-sensors 1946 include one or more dryelectrodes for detecting bio-electric signals of the user 106 throughthe user's skin, voice detection, eye retina detection to identifyusers/profiles, etc.

One or more processors, such as the processor 1902, of the HHC 1900 arecoupled to the memory 1904, the display 1906, the battery 1908, themotion detection module 1910, the camera 1918, the depth camera 1920,the speakers 1922, the microphone 1924, the tactile feedback module1926, the LEDs 1930, the USB interface 1934, the Wi-Fi™ module 1936, theBluetooth™ module 1938, the communication link 1940, the inputbuttons/sensors 1942, the ultra-sonic communication module 1944, and thebio-sensors 1946.

In an embodiment, the HHC 1900 includes a WAC, such as a NIC or anetwork interface card, to communicate with the computer network 114.

The foregoing components of HHC 1900 have been described as merelyexemplary components that may be included in HHC 1900. In variousembodiments described in the present disclosure, the HHC 1900 may or maynot include some of the various aforementioned components. Embodimentsof the HHC 1900 may additionally include other components not presentlydescribed, but known in the art, for purposes of facilitating aspects ofthe present invention as herein described.

In one embodiment, the computing device 112 and/or the one or moreservers of the game cloud system 116 is sometimes referred to herein asa processing device. For example one or more processors of the computingdevice 112 and/or one or more processors of the game cloud system 116are sometimes referred to herein as a processing device.

Embodiments described in the present disclosure may be practiced withvarious computer system configurations including hand-held devices,microprocessor systems, microprocessor-based or programmable consumerelectronics, minicomputers, mainframe computers and the like. Theembodiments described in the present disclosure can also be practiced indistributed computing environments where tasks are performed by remoteprocessing devices that are linked through a wire-based or wirelessnetwork.

With the above embodiments in mind, it should be understood that theembodiments described in the present disclosure can employ variouscomputer-implemented operations involving data stored in computersystems. These operations are those requiring physical manipulation ofphysical quantities. Any of the operations described herein that formpart of the embodiments described in the present disclosure are usefulmachine operations. Some embodiments described in the present disclosurealso relate to a device or an apparatus for performing these operations.The apparatus can be specially constructed for the required purpose, orthe apparatus can be a general-purpose computer selectively activated orconfigured by a computer program stored in the computer. In particular,various general-purpose machines can be used with computer programswritten in accordance with the teachings herein, or it may be moreconvenient to construct a more specialized apparatus to perform therequired operations.

Some embodiments described in the present disclosure can also beembodied as computer-readable code on a computer-readable medium. Thecomputer-readable medium is any data storage device that can store data,which can be thereafter be read by a computer system. Examples of thecomputer-readable medium include a hard drive, a NAS, a ROM, a RAM, aCD-ROM, a CD-R, a CD-RW, a magnetic tape, an optical data storagedevice, a non-optical data storage device, etc. The computer-readablemedium can include computer-readable tangible medium distributed over anetwork-coupled computer system so that the computer-readable code isstored and executed in a distributed fashion.

It should be noted that in an embodiment, one or more features that aredescribed in an embodiment of the present disclosure can be combinedwith one or more features described in another embodiment described inthe present disclosure.

Moreover, although some of the above-described embodiments are describedwith respect to a gaming environment, in some embodiments, instead of agame, other environments, e.g., a video conferencing environment, etc.,is used.

Although the method operations were described in a specific order, itshould be understood that other housekeeping operations may be performedin between operations, or operations may be adjusted so that they occurat slightly different times, or may be distributed in a system whichallows the occurrence of the processing operations at various intervalsassociated with the processing, as long as the processing of the overlayoperations are performed in the desired way.

Although the foregoing embodiments described in the present disclosurehave been described in some detail for purposes of clarity ofunderstanding, it will be apparent that certain changes andmodifications can be practiced within the scope of the appended claims.Accordingly, the present embodiments are to be considered asillustrative and not restrictive, and the embodiments are not to belimited to the details given herein, but may be modified within thescope and equivalents of the appended claims.

The invention claimed is:
 1. A system for tracking a hand-heldcontroller relative to a head mounted display (HMD), comprising: thehand-held controller, wherein the hand-held controller includes atouchpad and a light indicator, wherein the light indicator isconfigured to emit light; the HMD configured to be worn on a head of auser, wherein the HMD is configured to display a plurality of imagescenes having content generated by execution of an application, whereinthe HMD has a lower region having a first camera, wherein the firstcamera has a capture view directed downward from the HMD, wherein thelight indicator of the hand-held controller is located along an edge ofthe touchpad to be visible to the first camera of the lower region ofthe HMD with the touchpad, wherein the first camera is configured todetect the light emitted from the light indicator to capture a firstplurality of images of the hand-held controller, wherein the HMD has afront region having a second camera, wherein the second camera has acapture view different from the capture view of the first camera,wherein the second camera is configured to detect the light emitted fromthe light indicator to capture a second plurality of images of thehand-held controller when the hand-held controller is outside thecapture view of the first camera; and a processing device associatedwith the HMD, wherein the processing device is configured to receive aplurality of images of a real-world environment surrounding the HMD,receive the first plurality of images of the hand-held controller fromthe first camera, and receive the second plurality of images of thehand-held controller from the second camera, wherein the processingdevice is configured to determine a position and movement of the HMDwithin the real-world environment from the plurality of images of thereal-world environment, wherein the processing device is configured todetermine a position and movement of the hand-held controller relativeto the HMD from the first plurality of images of the hand-heldcontroller and the second plurality of images of the hand-heldcontroller, wherein the processing device is configured to modify astate output by execution of the application according to the positionand movement of the HMD and the position and movement of the hand-heldcontroller, wherein the HMD is configured to update the plurality ofimage scenes displayed in the HMD according to the modification of thestate.
 2. The system of claim 1, wherein the first camera has thecapture view that is directed downward to capture a movement of thehand-held controller in an interaction zone, wherein the interactionzone is located below the first camera.
 3. The system of claim 2,wherein the interaction zone is a polygonal volume that extends from thefirst camera towards a floor of the real-world environment.
 4. Thesystem of claim 1, wherein the HMD includes an eye mask, wherein thelower region is a bottom surface of the eye mask of the HMD, wherein thebottom surface is not connected to a top headband strap and is notconfigured to cover eyes of a user, wherein the eye mask has the frontregion, wherein the front region is configured to cover the eyes of theuser, wherein the front region is located adjacent to an upper region ofthe HMD, wherein the upper region is connected to the top headbandstrap.
 5. The system of claim 1, wherein the capture view of the firstcamera is a field-of-view of a lens of the first camera, wherein thefield-of-view includes a portion of the real-world environment that isseen by the first camera, wherein the portion has a horizontal range, avertical range, and a diagonal range.
 6. The system of claim 1, whereinthe capture view of the first camera is a field-of-view that includes areference point within the real-world environment, wherein the referencepoint falls at an intersection of a first wall within the real-worldenvironment, a second wall within the real-world environment, and afloor within the real-world environment.
 7. The system of claim 1,wherein the capture view of the first camera is a field-of-view thatincludes a reference point within the real-world environment, whereinthe reference point falls at an intersection of a vertical surface of anobject within the real-world environment and a horizontal surface of theobject.
 8. The system of claim 1, wherein the processing device is agame console that is coupled to the HMD via a wired or a wirelessconnection.
 9. The system of claim 1, wherein the processing device is aserver that is coupled to the HMD via a computer network.
 10. The systemof claim 1, wherein the capture view of the first camera is afield-of-view that includes a reference point within the real-worldenvironment, wherein the position and movement of the HMD with respectto the reference point is determined from the plurality of images of thereal-world environment.
 11. The system of claim 10, wherein the firstcamera provides another reference point within the real-worldenvironment, wherein the position of the hand-held controller isdetermined with reference to the other reference point of the HMD. 12.The system of claim 1, wherein the HMD has an eye mask, wherein thefront region is a front surface of the eye mask.
 13. The system of claim12, wherein the second camera is located on a first portion of the frontregion, wherein the HMD has a third camera, wherein the third camera islocated on a second portion of the front region, wherein the thirdcamera has a capture view different from the capture view of the secondcamera.
 14. The system of claim 12, wherein the processing device isconfigured to determine the movement of the hand-held controller basedon a first time at which the first plurality of images are captured bythe first camera and a second time at which the second plurality ofimages are captured by the second camera, wherein the HMD is configuredto update the plurality of image scenes to output a plurality of updatedscenes that are stitched together according to the first and secondtimes.
 15. The system of claim 1, wherein the light indicator is a lightbar that extends along the touchpad.
 16. A method for tracking ahand-held controller relative to a head mounted display (HMD),comprising: displaying a plurality of image scenes having contentgenerated by execution of an application, wherein the HMD has a lowerregion having a first camera and has a front region having a secondcamera, wherein the first camera has a capture view directed downwardfrom the HMD, wherein the second camera has a different capture viewthan the capture view of the first camera; capturing, by the firstcamera, a first plurality of images of the hand-held controller withrespect to the HMD, wherein the first plurality of images are capturedby detecting a light emitted by a light indicator of the hand-heldcontroller, wherein the light indicator is located along an edge of atouchpad of the hand-held controller to be visible to the first cameraof the lower region of the HMD with the touchpad; capturing, by thesecond camera, a second plurality of images of the hand-held controllerwhen the hand-held controller is outside the capture view of the firstcamera, wherein the second plurality of images are captured by detectingthe light emitted by the light indicator; receiving a plurality ofimages of a real-world environment surrounding the HMD; receiving thefirst plurality of images of the hand-held controller from the firstcamera; receiving the second plurality of images of the hand-heldcontroller from the second camera; determining a position and movementof the HMD within the real-world environment from the plurality ofimages of the real-world environment; determining a position andmovement of the hand-held controller relative to the HMD from the firstand second pluralities of images of the hand-held controller; modifyinga state output by execution of the application according to the positionand movement of the HMD and changes in the position and movement of thehand-held controller; and updating the plurality of image scenesdisplayed in the HMD according to said modifying the state.
 17. Themethod of claim 16, wherein the HMD has an eye mask, wherein the frontregion is a front surface of the eye mask.
 18. The method of claim 16,wherein the second camera is located on a first portion of the frontregion, wherein the HMD has a third camera, wherein the third camera islocated on a second portion of the front region, wherein the thirdcamera has a capture view different from the capture view of the secondcamera.
 19. The method of claim 16, wherein the movement of thehand-held controller is determined based on a first time at which thefirst plurality of images are captured by the first camera and a secondtime at which the second plurality of images are captured by the secondcamera, wherein the plurality of image scenes are updated to output aplurality of updated scenes stitched together according to the first andsecond times.
 20. A non-transitory computer-readable medium containingprogram instructions for tracking a hand-held controller relative to ahead mounted display (HMD), wherein execution of the programinstructions by one or more processors of a computer system causes theone or more processors to carry out a plurality of operations of:displaying a plurality of image scenes having content generated byexecution of an application, wherein the HMD has a lower region having afirst camera and has a front region having a second camera, wherein thefirst camera has a capture view directed downward from the HMD, whereinthe second camera has a different capture view than the capture view ofthe first camera; capturing, by the first camera, a first plurality ofimages of the hand-held controller with respect to the HMD, wherein thefirst plurality of images are captured by detecting a light emitted by alight indicator of the hand-held controller, wherein the light indicatoris located along an edge of a touchpad of the hand-held controller to bevisible to the first camera of the lower region of the HMD with thetouchpad; capturing, by the second camera, a second plurality of imagesof the hand-held controller when the hand-held controller is outside thecapture view of the first camera, wherein the second plurality of imagesare captured by detecting the light emitted by the light indicator;receiving a plurality of images of a real-world environment surroundingthe HMD; receiving the first plurality of images of the hand-heldcontroller from the first camera; receiving the second plurality ofimages of the hand-held controller from the second camera; determining aposition and movement of the HMD within the real-world environment fromthe plurality of images of the real-world environment; determining aposition and movement of the hand-held controller relative to the HMDfrom the first and second pluralities of images of the hand-heldcontroller; modifying a state output by execution of the applicationaccording to the position and movement of the HMD and changes in theposition and movement of the hand-held controller; and updating theplurality of image scenes displayed in the HMD according to themodification of the state.
 21. The non-transitory computer-readablemedium of claim 20, wherein the HMD has an eye mask, wherein the frontregion is a front surface of the eye mask, wherein the second camera islocated on a first portion of the front surface, wherein the HMD has athird camera located on a second portion of the front surface, whereinthe third camera has a capture view different from the capture view ofthe second camera.
 22. The non-transitory computer-readable medium ofclaim 20, wherein the movement of the hand-held controller is determinedbased on a first time at which the first plurality of images arecaptured by the first camera and a second time at which the secondplurality of images are captured by the second camera, wherein theplurality of image scenes are updated to output a plurality of updatedscenes stitched together according to the first and second times.